DUEL 2 NEWSLETTER Date : 09/30/2016 Duedate: 10/13/2016 NOBLISH ISLAND ARENA DM-93 TURN-462 This Weeks Top Honors THE DUELMASTER IS ONE NUMBER (1705) (93-9944) [4-1-0,49] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY ONE NUMBER (1705) (93-9944) [4-1-0,49] Popularity Leader This Weeks Favorite ONE SYTHINI NUMBER (1705) THE GALLOWGLASS (1703) (93-9944) [4-1-0,49] (93-9949) [2-1-0,17] THE CURRENT TOP TEAM NUMBER (1705) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. BASH BROS MATCHUPS (1708) 48 2. COLLEGE MASCOTS (1709) 46 THE NEST (286) 3. NUMBER (1705) 40 Unchartered Team 4. THE GALLOWGLASS (1703) 30 5. THE MANTICORES (1704) 9 (-1) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*BASH BROS MATCHUP (1708) 4 1 0 80.0 1/ 2*NUMBER (1705) 9 6 1 2/ 0*COLLEGE MASCOTS (1709) 4 1 0 80.0 2/ 4*CRUEL LORDS (1707) 6 4 1 3/ 4*NUMBER (1705) 16 9 2 64.0 3/ 0*THE GALLOWGLASS (1703) 6 7 0 4- 5*ROSS' RAIDERS (1689) 9 6 1 60.0 4/ 0*BASH BROS MATCHUP (1708) 4 1 0 5/ 1*CRUEL LORDS (1707) 6 4 1 60.0 5/ 0*COLLEGE MASCOTS (1709) 4 1 0 6- 6*COYOTES (1701) 17 18 1 48.6 6/ 6*THE MANTICORES (1704) 2 3 2 7/ 7*THE MANTICORES (1704) 5 7 4 41.7 7- 8*ROSS' RAIDERS (1689) 1 0 0 8/ 0*THE GALLOWGLASS (1703) 9 18 0 33.3 8/ 0*OLD MAN GAMERS (1706) 0 10 0 9/ 0*OLD MAN GAMERS (1706) 0 10 0 0.0 9- 5*COYOTES (1701) 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 WARRIOR & NEW TEAM DESIGN HOW ONE DM/D2 VET DOES IT The purpose of this spotlight is to provide newer/inexperienced D2 managers with warrior and team design concepts and to assist newbies in observing the details of a real-time team who will be competing against them in their Noblish Island arena. I will discuss the following: 1. An experienced manager's general design principles (over 100,000 warriors designed) 2. Some thoughts on team balance 3. The real five-warrior design (original team roll-up) just starting to compete on Noblish Island 4. Summary and comments relevant to those designs First you might ask, "Who is writing this?" And I answer that I am Cheerleader, manager of COLLEGE MASCOTS, a member of The Consortium who is a long, long time (30+ year) paying competitor in Duelmasters/D2. I will be overseeing this new team and will be offering you advice each round on Noblish Island. Feel free to ask me questions in the personal ads. You will get answers; often, very interesting answers. There is no one-and-only perfect design for any warrior. You will often find that when asking for experienced design advice, varying opinions and concepts are offered. However, there are some guidelines that each manager uses. The Consortium general design principles are: 1. Design to strengths/excesses, generally making high roll numbers higher. 2. WT is the first factor examined, followed by WL, which then determines the design and style direction. 3. Offensive oriented warriors need higher WT to last. Design to 15, 17, 21 for skill breaks. 4. 21 WT, 21DF, and 21 WL are coveted. The 21DF makes an aimed-blow almost inevitable. Most managers automatically think Aimed-Blow when they can get 21 deftness. Not always, but usually. 5. All warriors except AB must have normal damage and really need good. Make certain that ST/SZ allow that, and have high enough WL to bump stats if not. 6. 9 WL is the acceptable low for offensives. Some warriors can do well with 7 or 8. Maybe. 7. Do not add to CN for pure offensives. 8. Defensive style warriors need solid WL and CN. 9. Physicals never hurt any warrior. Warriors can win early with lesser skill, but good physicals. 10. If all else fails, make the design a TP. They can win under almost any circumstance. However, they need a higher combination (total) of CN, WL, and ST (especially WL). 11. If the warrior is to be long-term (meaning a godling or really, really nice roll), do not design a burner. (A burner is one where the manager intends to raise stats and physicals as an intended strategy to enhanced winning. Burners require high WL as stat raises are dependent on WL.) 12. However, there is not a thing wrong with making a burner. 13. Have variation in styles in arenas. This allows for better challenging, avoiding, and matchups. (Adding also fun and learning through variety.) 14. Design to the numbers, then choose style, rather than predetermine style, then design. 15. PRIMARY PRINCIPLE: Design each warrior with the idea of winning 60%+ of its fights. Period. Pretty simple, it would seem. Well, we will see how I applied these principals to the COLLEGE MASCOTS Team. But first some comments on team design. A variety of styles is important. Why? (a) The more differing styles you experiment with, the more you learn. (b) It is more fun to run differing types. (c) Certain styles are susceptible to other styles and having a variety allows you to take advantage (or avoid) some of those susceptibilities. (d) Testing multiple styles allows you to more quickly find the style/s that you enjoy most or are best with. I believe a manager, especially a new manager, should have at least these two warriors on his team: an especially fast/quick, decent damage offensive (striker, basher, or maybe slasher) and a scummy warrior with lots of physicals and who wins by wearing down foes while parrying or sucking up hit points (total parry or maybe wall-of-steel or parry strike). It is important to learn how to win with both types, and the ST (striker) and TP (total parry) are excellent designs to do both: teach and win. This combination is invaluable because each tends to challenge and avoid different styles, and most importantly, they are both easy to work with. The other warriors on the team can/should be different, but I least recommend these more difficult styles for rookie managers. AB (aimed blow), PR (parry riposte), PS (parry strike), PL (parry lunge), and WS (wall of steel). Now on to a real life example. Below are listed the starting statistics (from the roll-up sheet) and the design statistics (filled out and sent in by me, Cheerleader) of this COLLEGE MASCOTS team just started on Noblish Island. 10-6-9-5-17-12-11 to 12-6-9-5-21-16-15 BA (basher) Design to strengths (concept #1), which means I add four each to WL and SP and DF. The remaining two points, I add to ST taking it to 12, realizing this warrior can use no weapons unimpaired, but I will change that with an early stat raise of ST to 13 for the mace and warhammer. Note that strategies 5, 6, 7, 9, and 12 are considered. I make this a basher because that style seems to work best (other than scum TPs) with low wit. 4-10-5-5-20-9-17 to 5-16-5-7-21-9-21 AB (aimed blow). Looking at the rollup, I see WL, and DF are the highest stats, so if I employ concept #1, maxing them to 21 with one and four points added respectively. Refer also to concept #4. The next highest is CN, where I add six points; my aimer may be dumb, but he is going to have some hit points! I add the last three points to ST at 5 and WT at 7, both being good skill points. (2 and 5 respectively; check out the C.I.C. for confirmation.) Note that concepts 2, 8, and 9 were employed. 12-15-6-9-12-6-10 to 16-19-6-9-18-6-10 TP (total parry; scum). Adding to the highest stats (concept #1) would mean con, will, and strength, so I place all fourteen points there. Concept two caused me to add the six to will, leaving four each for ST and CN. This design was destined to be a TP. Concepts 10 and 12 also come into play. 13-6-6-9-21-10-5 to 17-6-6-15-21-12-7 SL (slasher) Per concept #1 I would be adding to ST, SP,WT (WL is already maxed.) and I do. I start with 6 to WT, (Check concepts 2, 3, and 4.) then 4 to ST and 2 to SP. Instead of adding the other two to ST or SP, I add them to DF, which gets me some nice workable weapons. I will make this a slasher or basher, but since I already have a basher, slasher it is. 12-15-15-8-8-9-3 to 13-21-15-9-14-9-3 BA (basher). First I added 6 points to CN, the highest stat.(Concept one.) This will be a scummy warrior. Concept two led me to adding 6 to WL, giving me some options to try raising stats later. One of the final 2 points was added to ST (Back to concept 1.) And the final point was added to wit for the 3 skills that I will attain at 9 wit. I did not want another BA on the team, (concept 13) but the design simply fits a BA (basher) best. Picture a tank-basher, which is different than the first warrior, who is a speed-basher. They ARE different. Good luck competing against COLLEGE MASCOT warriors. I suspect this team will readily meet the 60% objective and each warrior will do its part. They will be a competitive team and they will both challenge and avoid. Now let's take a look at the overall design tendencies for this team in this situation. We had 70 points to add to the designs. Totaled, they look like this: ST = 12 (Looks about right. About 1/6 of the points.) CN = 16 (Very high, but looks reasonable, with a scum and a scum basher made.) SZ = 0 (Cannot add to size.) WT = 9 (1 of 2 most valuable stats. But the average starting RUs were only seven; hence lower than usual .) WL = 17 (Understandably high as Will was the highest average stat for this team, and I did concept 1 well.) SP = 6 (SP and CN are usually least added stats.) DF = 10 (DF additions are often quite variable and this amount looks reasonable for this group.) The tendencies look solid to me, as WT and WL are prime stats, ST and DF are probably next, and CN/SP are usually least added. (Well, except for SZ!) So there you have it: a new team; insight to warrior and team design; useful tidbits from an ancient veteran. May your stay in D2 be long and prosperous, and, most of all, fun. (As mine has been.) -- Commodore Oliver Hazard Perry Consortium affiliated ***---------*---------*---------*---------**---------*---------*---------*---------*** Bash Bros Matchups Yes, here they are. The worst Matchups in all the land. Well maybe not the absolute worst, but I certainly don't look forward to them, because I end up on the short end more often than I'd like. First up, we have the Consortium Scum. The Consortium runs teams here alongside myself. We are here to help you, so take advantage of our experience before you are literally thrown to the wolves in the rest of Alastari. Before my specialized training, he came in as 11-12-11-10-13-9-4. He has little in the way of strengths, but he does have a glaring weakness (deftness). Lots of ways to go, but to show you how the Consortium abuses us all, I take from his playbook and add 6 each to con and will, and the last two points to strength and deftness. 12-18-11-10-19-9-5 TP. Next up, my slow arena nemesis, Crip. He, like the Consortium, runs most everything he gets. And he turns too many of those bad setups into strikers. And they win (and kill). This one came in for me at 3-5-14-10-13-14-11. Again, his weaknesses shine through very clearly. Low strength & constitution. I could have gone with a dagger aimed blow, but I have another guy that is becoming an aimed blow, so striker it is. The 'obvious' points to me are 1 to wit, 6 to strength, 4 to will to hit all the big breakpoints and max strength. That leaves 3 points. I typically boost attack skills before decise skills, and wit is a better overall stats. So 2 more to wit and the last point go con. That gives me a 9-6-14-13-17-14-11 Striker. Another manager I share arenas with a lot is Dr. Feelgood and his warriors kill. So we have the Feelgood Killer. This one came in 6-13-13-7-12-12-7. Normally, I'd go 11-13-13-7-17-12-11 Lunger (Dr. Feelgood runs quite the lunger army), but you'll find out that I love the odd and unique guys. This one can be made into a sextuplet. 6- 13-13-13-13-13-13. That is a pretty bad setup, so going with a 'stronger' style is advised. Lunger! The last two warriors you never want to face are typically only seen in tourneys. First up is the Manager Snotling. This one came in as 14-12-9-12-5-9-9. Ok, I'm leaving the simulation a bit, because the Snotlings are all Aimed Blows. But this guy is somewhat reminiscient of them, with high physicals (though low will) and wit. But of course the snotlings are 21 deftness with a different style. But you take what you can get. I went 16-12-9-17-9-10-11 Basher. Finally, I hope you never meet a TMM Prize Freak. These guys have been modified with tourney prizes and pretty much don't lose when it counts. My guy is anything but one of these, coming in 4-10-10-10-9-14-13. Argh, another low strength guy. This time I will take the Aimed Blow design. There are multiple ways to build this guy that I like, with the two AB designs being a speed design (something like 7-10-10-15-9-16-17 or even 5 strength/18 speed) and the well suited to SC design 9-10-10-15-9-14-17. I chose the SC design this time. -- Assur (Bash Bros Matchups) SPY REPORT If you were disturbed from your beauty rest only to have to watch a bunch of NOBLISH ISLAND brutes like you, you'd be grouchy, too. Later days, BB TALK RADIO, since NUMBER took top team from you this turn, you guys are old news. If this keeps up, COYOTES, you'll have to shine swords instead of use them. A drop of 4 in the rankings? Now let's all watch NUMBER's heads swell from their 4-1-1 this turn. Haa ha ha ha! Big shots, big talk, big deal. I can just hear all the boasts coming in BASH BROS MATCHUPS' next personal ads. Their first turn they went 4-1-0. NOBLISH ISLAND saw the first turn for COLLEGE MASCOTS, a 4-1-0, and some teams are scared, others are too arrogant to notice. Take note friends, take note. Of course, we're all terribly impressed to see TMM PRIZE FREAK win a fight and gain 16 points, terribly. Tsk, tsk, FIVE beat LORD PAIN and LORD PAIN lost 9 points. You're breakin' my heart. And it's out with the old, in with the new, as ONE takes the Title and last week's bar tab from the old Duelmaster. Heh, heh. Kickbacks and bribes, kickbacks and bribes, how else do you think some of these guys win their fights? Skill? Ha! He who fights and runs away will live to fight another day, the coward. What's the big D? COYOTES was the most avoided team? Bunch of lily livered... grumble... mumble... curse... And it looks like NUMBER avoided them the most this turn. What a pack of would be losers, if you ask me. Hmph. Ooh, I'm frightfully impressed, TAKKARI was this turn's most challenged warrior. Watch that ego swell, sports fans. Ah, now we come to my favorite part, where we see all the guys who are dead and gone, and get to see if their team cared. We're all going to die in the end, so why worry if the fate catches up with you sooner that later? What does the NOBLISH ISLAND arena have in common with the inns? It's just as comfortable to sleep in either place. Ha ha ha ha! Well, I've had enough of this drivel, and I'm sure you have too. Off like a dirty shirt of padded leather. Glad to see the back of this place-- Snide Clemens DUELMASTER W L K POINTS TEAM NAME ONE 9944 4 1 0 49 NUMBER (1705) ADEPTS W L K POINTS TEAM NAME -COURSER 9937 3 3 0 42 COYOTES (1701) CHALLENGER INITIATES W L K POINTS TEAM NAME TWO 9945 4 1 0 32 NUMBER (1705) FIVE 9948 4 1 0 28 NUMBER (1705) FOUR 9947 3 2 2 26 NUMBER (1705) INITIATES W L K POINTS TEAM NAME -DOGMEAT 9924 4 3 0 21 COYOTES (1701) -IMMURE 9936 4 3 0 21 COYOTES (1701) -RAZURE 9923 3 3 0 21 COYOTES (1701) -LONGSTER 9856 2 1 0 21 ROSS' RAIDERS (1689) MORFAUS 9956 2 0 0 21 THE GALLOWGLASS (1703) LIGHTNING 9941 2 2 2 20 THE MANTICORES (1704) -CRESHENDO 9922 3 4 1 18 COYOTES (1701) -M. ALLEN 9855 3 1 0 17 ROSS' RAIDERS (1689) SYTHINI 9949 2 1 0 17 THE GALLOWGLASS (1703) TMM PRIZE FREAK 9964 1 0 0 16 BASH BROS MATCHUPS (1708) LORD RICE-LANDS 9960 2 0 0 15 CRUEL LORDS (1707) SHOCKER 9970 1 0 0 15 COLLEGE MASCOTS (1709) CRIP'S STRIKER ARMY 9962 1 0 0 14 BASH BROS MATCHUPS (1708) TAKKARI 9934 1 5 0 13 THE GALLOWGLASS (1703) INITIATES W L K POINTS TEAM NAME HORNED FROG 9971 1 0 0 13 COLLEGE MASCOTS (1709) -AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657) -MONGOOSE 9940 1 0 0 12 THE MANTICORES (1704) MANAGER SNOTLING 9963 1 0 0 11 BASH BROS MATCHUPS (1708) DEMON DEACON 9967 1 0 0 11 COLLEGE MASCOTS (1709) SOCK 9933 2 4 0 10 THE GALLOWGLASS (1703) KRATH 9932 1 5 0 10 THE GALLOWGLASS (1703) -LOTT R 9852 2 1 1 9 ROSS' RAIDERS (1689) -STABLER 9854 2 1 0 8 ROSS' RAIDERS (1689) THREE 9946 1 4 0 7 NUMBER (1705) -DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657) -GOBLIN BREATH 9939 1 1 1 6 THE MANTICORES (1704) SAPHIRE 9943 1 2 1 6 THE MANTICORES (1704) RAMBLIN' WRECK 9969 1 0 0 6 COLLEGE MASCOTS (1709) FEELGOOD KILLER 9965 1 0 0 6 BASH BROS MATCHUPS (1708) LORD BRYON 9961 1 1 1 5 CRUEL LORDS (1707) LORD HAMMER 9959 1 1 0 4 CRUEL LORDS (1707) LORD PAIN 9957 1 1 0 4 CRUEL LORDS (1707) -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) DANGBAR 9952 0 2 0 2 OLD MAN GAMERS (1706) -OX 9942 0 2 0 2 THE MANTICORES (1704) CHRIS 9953 0 2 0 2 OLD MAN GAMERS (1706) HECTOR 9951 0 2 0 2 OLD MAN GAMERS (1706) CONSORTIUM SCUM 9966 0 1 0 1 BASH BROS MATCHUPS (1708) WULF 9972 0 1 0 1 OLD MAN GAMERS (1706) -ALZADER 9894 0 1 0 1 ROSS' RAIDERS (1689) RAINBOW WARRIOR 9968 0 1 0 1 COLLEGE MASCOTS (1709) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? LORD WHIP 9958 1 1 0 CRUEL LORDS 1707 FOUR 9947 462 SEAN 9950 0 2 0 OLD MAN GAMERS 1706 LIGHTNING 9941 462 TONY 9954 0 1 0 OLD MAN GAMERS 1706 LIGHTNING 9941 461 VENDISS 9935 1 2 0 THE GALLOWGLASS 1703 SAPHIRE 9943 459 PERSONAL ADS Good-bye all. It has been fun Managing my River Rats. I now turn the reigns over to Cheerleader, the new Consortium rep, with his College Mascot team. -- Commodore Perry Hi. (Does a back flip.) I am Cheerleader. Please read my Team Spotlight above as I reveal all. -- Cheerleader, College Mascots -- Consortium Affiliated P.S. ASK ME QUESTIONS ABOUT D2!!!!!!!!!!!!!!!! Health. Humility. Honor. -- Cheerleader Consortium -- Bring back one of those 'easy' guys to manage your next team here! -- Assur P.S. Good job on beating me in the final standings yet again! One note on my design article. When I said I prefer attack skills over decise skills, I was talking specifically about strikers. For the 3 mostly pure offensive styles, I typically maximize attack skills on strikers and decise skills on bashers and slashers. -- Assur LAST WEEK'S FIGHTS SEAN was butchered by LIGHTNING in a 1 minute gruesome mismatched Bloodfeud fight. THREE was narrowly defeated by TAKKARI in a exciting 3 minute gory Challenge melee. FIVE vanquished LORD PAIN in a 2 minute mismatched Challenge brawl. FOUR savagely slew LORD WHIP in a crowd pleasing 1 minute novice's Challenge fight. ONE vanquished AMBITIOUS GUARD in a exciting 1 minute bloody mismatched Title fight. TWO handily defeated OSKSI NOBLE in a 1 minute uneven fight. KRATH viciously subdued DANGBAR in a 2 minute gruesome duel. SOCK lost to LORD RICE-LANDS in a 1 minute fight. SAPHIRE was vanquished by CRIP'S STRIKER ARMY in a 1 minute gory one-sided duel. SYTHINI savagely defeated RAINBOW WARRIOR in a popular 7 minute brutal novice's melee. LORD BRYON was demolished by TMM PRIZE FREAK in a 1 minute mismatched competition. HECTOR was devastated by MANAGER SNOTLING in a 1 minute one-sided battle. CHRIS was devastated by DEMON DEACON in a 1 minute mismatched bout. MORFAUS handily defeated LORD HAMMER in a 1 minute uneven fight. FEELGOOD KILLER defeated WULF in a 1 minute gruesome beginner's struggle. CONSORTIUM SCUM was savagely defeated by RAMBLIN' WRECK in a 2 minute amateur's brawl. SHOCKER defeated EMBEZZLING SCRIBE in a 2 minute novice's bout. HORNED FROG overpowered CONVICTED THIEF in a 1 minute one-sided bout. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |BASHING ATTACK 7 BASHING ATTACK 40 - 21 - 0 66 | |AIMED BLOW 5 AIMED BLOW 20 - 13 - 0 61 | |SLASHING ATTACK 4 LUNGING ATTACK 12 - 8 - 0 60 | |STRIKING ATTACK 3 TOTAL PARRY 4 - 3 - 0 57 | |PARRY-LUNGE 3 STRIKING ATTACK 20 - 18 - 5 53 | |TOTAL PARRY 3 SLASHING ATTACK 14 - 16 - 3 47 | |LUNGING ATTACK 2 WALL OF STEEL 11 - 13 - 1 46 | |PARRY-STRIKE 2 PARRY-RIPOSTE 2 - 3 - 1 40 | |WALL OF STEEL 2 PARRY-LUNGE 4 - 8 - 1 33 | |PARRY-RIPOSTE 1 PARRY-STRIKE 3 - 9 - 0 25 | Turn 462 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 2 - 0 TOTAL PARRY 1 - 2 3 BASHING ATTACK STRIKING ATTACK 3 - 0 PARRY-STRIKE 0 - 2 2 STRIKING ATTACK AIMED BLOW 4 - 1 PARRY-RIPOSTE 0 - 1 2 SLASHING ATTACK PARRY-LUNGE 2 - 1 WALL OF STEEL 0 - 2 1 LUNGING ATTACK BASHING ATTACK 4 - 3 1 TOTAL PARRY SLASHING ATTACK 2 - 2 1 WALL OF STEEL 1 AIMED BLOW TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK ONE 9944 4 1 0 49 NUMBER (1705) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is ONE 9944. The most popular warrior this turn was SYTHINI 9949. The ten other most popular fighters were THREE 9946, TAKKARI 9934, ONE 9944, RAMBLIN' WRECK 9969, FOUR 9947, KRATH 9932, LORD RICE-LANDS 9960, CRIP'S STRIKER ARMY 9962, FEELGOOD KILLER 9965, and TMM PRIZE FREAK 9964. The least popular fighter this week was RAINBOW WARRIOR 9968. The other ten least popular fighters were LORD PAIN 9957, WULF 9972, CHRIS 9953, HECTOR 9951, LORD BRYON 9961, SAPHIRE 9943, SOCK 9933, DANGBAR 9952, FIVE 9948, and SEAN 9950. 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! FACE-TO-FACE TOURNEY LVII APPRENTICES TOURNEY W L K TEAM NAME DOGMEAT 9924 (2-2-0) 2 3 0 COYOTES RAZURE 9923 (2-2-0) 2 3 0 COYOTES CRESHENDO 9922 (2-2-1) 1 3 0 COYOTES COURSER 9937 (1-2-0) 0 3 0 COYOTES IMMURE 9936 (2-1-0) 0 3 0 COYOTES * * * * * 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. FAXING IN TURNS If you fax in your Duelmasters turns, realize that most fax machines have a border on the right and left side of the paper where no image is transmitted or printed. When you put your strategy sheet in the fax machine, make sure you allow extra room on the right side, especially if you are challenging that turn. When the ID# of the warrior you are challenging is cut off, we are unable to enter the challenges. There are four possible solutions to this problem: 1) Load the strategies farther to the left, so the Duelmasters dude is cut off, rather than your challenges, 2) Write the ID# of the warrior you're challenging in the space for the name, 3) Load the strategies long-wise (but then you have to be careful about overlapping the sheets, which can also cut off the ID#s), or 4) Face the fact that you won't get all of your challenges through. We'd prefer solutions 1-3, but it's your choice. Also, please be careful that your fax machine isn't transmitting too darkly or lightly. If you write your turn in pencil, some fax machines will transmit the pencil so lightly we can't read it when it gets here. If your fax machine can make copies, it's a good idea to try making a copy first to make sure it's readable, adjust the darkness if you need to, and then fax it to us. Be especially wary of the Advanced Duelmasters Strategy Sheets, because if your fax machine sends the grey shading too darkly, we won't be able to read those lines at all. Good luck! -- Green Eyes TRICKS OF THE TRADE Here are a few tricks of the trade I've found out. 15, 17, and 21. Those are the magic numbers for stats; any fighter who starts with a stat (except Con and Size) at any of those numbers will have more beginning skills than normal. Stats: The stats in order of importance with regard to skills, most to least, are wit