DUEL 2 NEWSLETTER Date : 07/22/2016 Duedate: 08/04/2016 NOBLISH ISLAND ARENA DM-93 TURN-457 This Weeks Top Honors THE DUELMASTER IS REPETITIVE BB TALK RADIO (1700) (93-9916) [5-1-1,66] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY REPETITIVE BB TALK RADIO (1700) (93-9916) [5-1-1,66] Popularity Leader This Weeks Favorite DUMB TOPICS TELL CITY BB TALK RADIO (1700) RIVER RATS (1699) (93-9918) [6-0-0,45] (93-9915) [4-2-0,31] THE CURRENT TOP TEAM RIVER RATS (1699) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. BB TALK RADIO (1700) 34 2. COYOTES (1701) 26 DARK TOADS (527) 3. THE GALLOWGLASS (1703) 21 Unchartered Team 4. RIVER RATS (1699) 15 5. THE MANTICORES (1704) 12 RIVER RATS (1699) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 2*RIVER RATS (1699) 21 9 0 70.0 1/ 1*RIVER RATS (1699) 12 3 0 2/ 1*BB TALK RADIO (1700) 20 10 1 66.7 2/ 2*BB TALK RADIO (1700) 9 6 0 3/ 0*ROSS' RAIDERS (1689) 7 6 1 53.8 3/ 3*COYOTES (1701) 8 6 0 4/ 3*COYOTES (1701) 11 13 1 45.8 4/ 0*THE GALLOWGLASS (1703) 2 3 0 5/ 0*THE GALLOWGLASS (1703) 2 3 0 40.0 5/ 5*THE MANTICORES (1704) 1 3 1 6/ 6*THE MANTICORES (1704) 1 3 1 25.0 6- 4*OZ (1702) 0 5 0 7- 4*OZ (1702) 2 12 0 14.3 7/ 0*ROSS' RAIDERS (1689) 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 CHALLENGE AND AVOID A STRATEGIC ADVANTAGE Challenges, and their partner "avoids" are underused strategic weapons. Don't be left home without them! An avoid is an attempt to prevent a warrior from challenging you. Why allow a warrior the advantage of selecting you for a match? Why allow a warrior to decide on a special strategy just for you? One great thing about avoids is that you may avoid THE WHOLE TEAM of any warrior you want to avoid. You are allowed to avoid two whole teams. There is no use double-avoiding as it does not improve your chances to avoid that individual team. A challenge is an attempt to fight a specific warrior. Why not attempt to fight a specific warrior of choice? Why leave the opponent selection to the MUGS (match-up gods) or, worse yet, an opponent who chooses/challenges you? You are allowed to challenge two warriors. You may, indeed, challenge the same warrior twice. (Double challenge) It DOES improve your chances of a match to double challenge a same warrior. Of utmost importance is to understand that you must challenge and avoid NUMBERS, not names. Challenge WARRIOR NUMBERS. Avoid TEAM NUMBERS. Challenge individual warriors; avoid whole teams. No challenge or avoid is 100 percent effective. Challenges can be further enhanced by winning a TV or TC (Tournament Victor; Tournament Champion) in a Mailer or Face-to-Face Tournament. The TV/TC effectiveness lasts six months. So, in a normal arena, the warrior who won the TV gets 12 or 13 turns of enhanced challenging. The most effective challenge, The Blood Feud, is nearly 100 percent effective. A four turn BLOOD FEUD is awarded to your TEAM (Any member can use it each turn.) when an opposing warrior kills one of yours. Blood feuds transcend classes. (E.g. a Challenger can BLOOD FEUD an Adept or an Initiate can BLOOD FEUD a Challenger Champion, etc.) To use a TV or Blood Feud, simply write BF or TV on the challenge line with the to-be- challenged warrior number and circle it all for emphasis. How does one choose whom to challenge and what to avoid? That's a good question and like many decisions, they are more of an art than a technology. This is the methodology used by The Consortium managers. It works well for them. 1. Always avoid two different teams 2. Actively seek to challenge twice. (If only one good choice is available, double challenge.) 3. Challenge for these situations a. A probable win b. A warrior you have beaten before c. To tie up a warrior you do not want to fight one of your fellow warriors b especially the Duelmaster d. To take advantage of a Blood Feud (4 rounds) e. For a good style match up. 4. Avoid for these situations b always a. Emphasis on a team who is bloodfeuding you b. Emphasis on a team who just beat you c. Emphasis on a team with warriors in range who are far more experienced or skilled than you d. Emphasis on a team you just cannot seem to beat. e. Emphasis on teams with warriors whose styles are difficult for your style Often there will be more warriors to challenge or more teams to avoid than the strategy sheets allow. Choose wisely. Most of the circumstances are straightforward, and it is easy to select the challenges and avoids. However, in many cases, especially those with little knowledge of nearby opponents, it will come down to what style or type of warrior is best to challenge/avoid. There are available charts "out there" which prioritize which styles have advantages over other styles. Beware of them. The data is based on warriors over the years and those managers who submitted data for those charts. The warning b today's lunger is not yesterday's lunger, and my aimed blow is not your aimed blow, and today's basher is not yesteryear's basher, and a tourney warrior is not necessarily an arena warrior, etc, etc, etc. The Consortium offers their generic style considerations for challenges and avoids: 1. Fast offensives challenge AB, slower BA, SL, ST 2. Aimers challenge scummy/tanky warriors 3. Scums challenge LU and softer hitting/smaller offensives 4. Scum hunters (need special strategy ) are good damage/endu LU, hard hitting BA, critting or hard hitting ST, hard hitting SL with good endu, good PS 5. Consortium-style wastes challenge LU and softer hitting/smaller offensives 6. Lungers challenge AB, PR, PS 7. Rippers, if skilled, challenge ST, faster BA's. The Consortium always avoids and almost always challenges. One final note. The challenging will bring into play and discussion: What is an appropriate challenge?" The "rules"/"D2 system" allow you to challenge anyone in your class and the class just above you. Your class is defined, interestingly, as Inits, Adepts, Champs, and Duelmaster. A "Challenger" Init is an Init b challenge wise. A "Challenger" Champ is a Champ bchallenge wise. Hence the higher level challenger category can challenge the lower level "non-challenger" class. (Simply put, a Challenger Init can challenge an Init, a challenger Init, and an Adept. An Adept can challenge Adepts or Challenger Adepts.) This system can allow/cause challenges from very high experience and recognition point warriors to very low recognition point and experience warriors. Some regular arenas foster the belief that challenges may/should ONLY be parallel or up in recognition points. These are usually Andorian arenas. The rules/system may allow otherwise, but the environment and the beliefs of sportsmanship of Andorian types differ. This can cause some "discussion altercations". Challenges and avoids are there to be used to your advantage. Do so. -- Commodore Oliver Hazard Perry (Consortium affiliated) SPY REPORT Hail and well met warriors of NOBLISH ISLAND! Know me for who I am, Zontani Sharp Eyes, Spymaster extraordinaire of all Alastari. DUMB TOPICS caught the eye of many in the gladiatorial commission as he skillfully bested ROME and was awarded 20 points in recognition. In one of the week's more notable duels, DUMB TOPICS put down ROME, causing it to lose 16 points of recognition in the process. Although VENEMOUS CONCUBINE made a valiant effort, it did not suffice to topple the reign of victorious REPETITIVE. No confirmation, but my sources claim that the top team has gained their position using magical aids. Charmed weapons perhaps? I have been in deep conclave with my spies who watched all that has recently transpired. Indeed there is much I would report. I saw one fighter that warriors avoided when this week's challenge seeking began. BB TALK RADIO is feared. This much I can say. If you didn't look down dark alleys you'd have been hard pressed to find any of RIVER RATS last week. Busy avoiding BB TALK RADIO? Loose talk at the arena has reached my ears and it but confirms the knowledge that many fighters are after COMMERCIALS. Watch your back! Is not Death a warrior's foremost adviser? Warriors, may this counselor stand ready at your right hand forever! Dark alleys may hide both secrets and assassins. In the arena there is only the brightness of steel. Keep vigil always! A thought before I go. Each warrior practices one style, but must not the wise manager learn the secrets of them all? Ahh, but I can hear the spires of a far off city calling to me. I must away! 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 DUELMASTER W L K POINTS TEAM NAME REPETITIVE 9916 5 1 1 66 BB TALK RADIO (1700) ADEPTS W L K POINTS TEAM NAME TOBINSPORT 9914 5 1 0 54 RIVER RATS (1699) DUMB TOPICS 9918 6 0 0 45 BB TALK RADIO (1700) CHALLENGER INITIATES W L K POINTS TEAM NAME TROY 9911 5 1 0 33 RIVER RATS (1699) TELL CITY 9915 4 2 0 31 RIVER RATS (1699) IDIOTS 9917 4 2 0 30 BB TALK RADIO (1700) CHALLENGER INITIATES W L K POINTS TEAM NAME ROME 9912 4 2 0 24 RIVER RATS (1699) INITIATES W L K POINTS TEAM NAME DOGMEAT 9924 3 2 0 20 COYOTES (1701) CANNELTON 9913 3 3 0 19 RIVER RATS (1699) CRESHENDO 9922 3 2 1 17 COYOTES (1701) -M. ALLEN 9855 3 1 0 17 ROSS' RAIDERS (1689) BORING HOST 9919 4 2 0 16 BB TALK RADIO (1700) -LONGSTER 9856 1 1 0 13 ROSS' RAIDERS (1689) SOCK 9933 1 0 0 13 THE GALLOWGLASS (1703) -AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657) IMMURE 9936 2 2 0 12 COYOTES (1701) GOBLIN BREATH 9939 1 0 1 11 THE MANTICORES (1704) COURSER 9937 1 3 0 10 COYOTES (1701) -RAZURE 9923 2 2 0 8 COYOTES (1701) -STABLER 9854 2 1 0 8 ROSS' RAIDERS (1689) COMMERCIALS 9920 1 5 0 8 BB TALK RADIO (1700) -DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657) -LOTT R 9852 1 1 1 6 ROSS' RAIDERS (1689) VENDISS 9935 1 0 0 5 THE GALLOWGLASS (1703) -TINMAN 9927 1 2 0 5 OZ (1702) -MONKEY 9926 1 2 0 5 OZ (1702) -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) -SCARECROW 9929 0 3 0 3 OZ (1702) -WIZZARD 9928 0 3 0 3 OZ (1702) LIGHTNING 9941 0 2 0 2 THE MANTICORES (1704) -OX 9942 0 1 0 2 THE MANTICORES (1704) TAKKARI 9934 0 1 0 1 THE GALLOWGLASS (1703) -DORTHIE 9938 0 1 0 1 OZ (1702) KRATH 9932 0 1 0 1 THE GALLOWGLASS (1703) ALZADER 9894 0 1 0 1 ROSS' RAIDERS (1689) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? LOLLY POPPER 9921 0 1 0 COYOTES 1701 REPETITIVE 9916 453 NOT REVENGED DOROTHY 9930 0 1 0 OZ 1702 CRESHENDO 9922 453 REVENGED NALFFAR 9931 0 1 0 THE GALLOWGLASS 1703 GOBLIN BREATH 9939 457 PERSONAL ADS Fighting Irish, good luck to you wherever you go. -- The Consortium Folk Oz, how nice to meet you and have you here on Noblish. May your stay be long and prosperous. -- Commodore Perry P.S. Our good friend The Great And Wonderful Oz manages a team in DM47 - Land Of Oz. He is a real old-timer to The Consortium group. 1-2, Assur? You are making my life miserable. Kudos. -- The Commodore Scarecrow and Wizard, we may have more to say after the actual fights are received. Until then, we are glad you are here. -- Troy and Tobinsport Ah, Heck, Commodore, Talk Radio is easy! -- Rome Coyotes, Caveats, Battle Chasers, Ozers ..... ask us some questions. We are here to answer. -- Commodore Perry (speaking for both himself and Assur) Oz, I added this personal after reading our two fights. It was unusual to see you select weapons where both were lacking in strength. Perhaps that was intentional; warriors can, indeed, fight with weapons they do not have the strength to handle. While there are penalties (unknown in exactness) often that is not much of a factor. But, there is no doubt that warriors fight better with weapons they are fully suited to. If you wish to know specific requirements, just ask. Better yet, ask RSI for a copy of the C.I.C. which is designed for newbies and has all the data on weapon requirements. (And much more.) -- The Commodore Wow. The Coyotes got quite the friendly welcome to Noblish Island. Rookie Team with Five rookie warriors. Both female warriors slain in battle in less than two minutes- Lessons learned at the hands of Donn and Repetitive. Guess we have a steep learning curve in the arena. -- Coyote Coyotes -- Yikes, please accept my apologies about Kitiara, it was most unexpected and unintentional. If its any consolation the same thing happened to my PR a few turns back. I hope at least you got a decent replacement rollup -- Donn Commodore Perry -- And that is what it looks like when I actually DO make challenges and avoids! -- Assur Lolly Popper -- My apologies. I gave no such instructions. My instructions were (and almost always are) to attack the limbs, not the head. But sometimes warriors don't listen. Not surprising with that one. Repetitive people often don't listen! -- Assur LAST WEEK'S FIGHTS CANNELTON bested COMMERCIALS in a 3 minute Challenge fight. REPETITIVE bested VENEMOUS CONCUBINE in a 1 minute Title duel. ROME was demolished by DUMB TOPICS in a 1 minute gory one-sided melee. TOBINSPORT vanquished AMBITIOUS GUARD in a 1 minute gory mismatched brawl. TROY overpowered COURSER in a 1 minute mismatched match. CRESHENDO devastated LIGHTNING in a 1 minute one-sided duel. DOGMEAT viciously subdued CULT MEMBER in a 3 minute bloody match. TELL CITY viciously subdued BORING HOST in a action packed 2 minute gruesome fight. IDIOTS vanquished IMMURE in a 1 minute uneven duel. SOCK overpowered MORDANT DESERTER in a 1 minute uneven duel. TAKKARI was defeated by CONVICTED THIEF in a action packed 3 minute novice's fight. VENDISS beat ALZADER in a 2 minute novice's fight. KRATH was demolished by CONVICTED THIEF in a 2 minute mismatched competition. NALFFAR was butchered by GOBLIN BREATH in a 1 minute bloody one-sided battle. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |BASHING ATTACK 6 WALL OF STEEL 10 - 4 - 1 71 | |SLASHING ATTACK 4 STRIKING ATTACK 14 - 6 - 2 70 | |STRIKING ATTACK 4 BASHING ATTACK 31 - 14 - 1 69 | |WALL OF STEEL 3 TOTAL PARRY 6 - 3 - 0 67 | |AIMED BLOW 2 SLASHING ATTACK 8 - 7 - 1 53 | |LUNGING ATTACK 1 LUNGING ATTACK 10 - 9 - 0 53 | |PARRY-LUNGE 1 AIMED BLOW 9 - 16 - 0 36 | |PARRY-STRIKE 1 PARRY-RIPOSTE 5 - 14 - 0 26 | |PARRY-RIPOSTE 0 PARRY-STRIKE 1 - 8 - 0 11 | |TOTAL PARRY 0 PARRY-LUNGE 0 - 4 - 0 0 | Turn 457 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: LUNGING ATTACK 1 - 0 WALL OF STEEL 1 - 2 4 BASHING ATTACK SLASHING ATTACK 3 - 1 PARRY-LUNGE 0 - 1 3 STRIKING ATTACK STRIKING ATTACK 3 - 1 PARRY-STRIKE 0 - 1 1 SLASHING ATTACK AIMED BLOW 1 - 1 PARRY-RIPOSTE 0 - 0 1 LUNGING ATTACK BASHING ATTACK 3 - 3 TOTAL PARRY 0 - 0 1 AIMED BLOW 1 TOTAL PARRY TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME STRIKING ATTACK REPETITIVE 9916 5 1 1 66 BB TALK RADIO (1700) BASHING ATTACK TOBINSPORT 9914 5 1 0 54 RIVER RATS (1699) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is DUMB TOPICS 9918. The most popular warrior this turn was TELL CITY 9915. The ten other most popular fighters were CANNELTON 9913, DOGMEAT 9924, COMMERCIALS 9920, IDIOTS 9917, REPETITIVE 9916, DUMB TOPICS 9918, TROY 9911, CRESHENDO 9922, VENDISS 9935, and GOBLIN BREATH 9939. The least popular fighter this week was ALZADER 9894. The other ten least popular fighters were NALFFAR 9931, KRATH 9932, TAKKARI 9934, IMMURE 9936, LIGHTNING 9941, COURSER 9937, SOCK 9933, BORING HOST 9919, TOBINSPORT 9914, and ROME 9912. CHALLENGES AND AVOIDS To clarify: You issue Challenges to warriors, but Avoid teams. To Challenge, write that warrior's name and ID# in the space provided. To Avoid, write the team's name and Team ID in that space. Make sure you include the ID! * * * * * MEMO * * * * * From: The Office of Accurate Census Reporting, Gladiatorial Commission To: All Managers In the interest of preserving our natural resources and preventing managerial writer's cramp, the census form has been eliminated, effective immediately. Managers may register their warriors' races and/or favorite sayings by simply writing them on a separate piece of paper and submitting them to the Commission. Each warrior may have up to 15 favorite sayings. Each saying must be categorized Jeer, Gloat, Boredom, Ouch, Victory and may be up to 70 characters long. For any questions, please contact the Gladiatorial Commission. REALITY SIMULATIONS E-MAIL ADDRESSES For those of you who have e-mail access, you may find it more convenient to e-mail us! At this time, we cannot accept e-mailed strategy sheets, but we can accept your personal ads. If you would like to e-mail your personal ads, team spotlights, and DM columns, e-mail them to this address: ADS@REALITY.COM Our Customer Service Department has a separate e-mail address. If you have questions or any other requests, feel free to send us e-mail to this address: CSR@REALITY.COM Thank you. We wish you the best of luck in your games! -- RSI A NOTE ON MAILMEN In response to the articles on new fighting styles, those were good, but how can you forget our most favorite warrior who has a style all his own? The Mailman! To Duelmasters he is our most sacred person. I mean, how many of you managers out their have sat down and calculated what day your Duelmasters will arrive and have sat waiting for it to arrive, while unknown to you, your mailman is fighting away to get your Duelmasters delivered. Let's review him... ST - should be around 19. He needs to heft two medium bags, cloth mail armor and a ton of rubber bands. CN - 13, give or take a few. He does get bitten by dogs often. SZ - Any. WT - At least 10. He often likes to read the mail. WL - Try about 20. He must endure all kinds of weather. SP - 16 is good. He needs to run across streets in traffic. DF - 10 is good. Sometimes he has to carry packages. This setup should get you a good mailman but they are hard to come by. If you can come up with any better, diplo me. I am: Staple Gun mgr. of Technet (3) The New Deal (23) I am currently working on the U.P.S. and Federal Express warriors. Top Ten Reasons Why Duelmasters is better than Sex 10. When you spend money on Duelmasters, you know you're going to get return on your investment. 9. One arena won't get jealous when you start playing in another. 8. With the right tourney prize, you can design your own warrior. 7. If you make it to AD, they tell you your warrior's favorites. 6. You can always DA and get another roll-up. 5. The more experience you get, the less likely you are to die. 4. SZ, CN and Charisma are less important in Duelmasters. 3. Most mangers are satisfied with two minute fights. 2. Warriors do as they're told, even if it means using ALE and a WF. And the number one reason.......... 1. You don't have to hold your turn for an hour after you're finished reading it. Composed by the Jester and Predator A SACRED LORD'S SLASHER Well, this article/spotlight is for Seal at 7th Order, so here goes. ST: If he's huge (15+), 3 is okay, and use HA. I prefer 7 for epee. 9 gets scimitar and 11 gets broadsword. Anything above 11 is a WASTE!!! CN: Whatever they send you. SZ: Any. WT: 15, 17, or 21. 13 is workable, but I hate slow learners! 21 will probably take a lot from other areas, so 17 is best. WL: 17, 17,