Date   : 10/28/2016    Duedate: 11/10/2016


DM-93    TURN-464

This Weeks Top Honors


NUMBER (1705)
(93-9944) [6-1-0,79]

Chartered Recognition Leader   Unchartered Recognition Leader

                               NUMBER (1705)
                               (93-9944) [6-1-0,79]

Popularity Leader              This Weeks Favorite

ONE                            DEMON DEACON
NUMBER (1705)                  COLLEGE MASCOTS (1709)
(93-9944) [6-1-0,79]           (93-9967) [2-1-0,22]



Team Name                  Point Gain  Chartered Team
1. NUMBER (1705)               27
2. COLLEGE MASCOTS (1709)      26      ONLY HUMANS (147)
3. CRUEL LORDS (1707)          16      Unchartered Team
4. THE MANTICORES (1704)       12
5. BASH BROS MATCHUPS (1708)    6      COLLEGE MASCOTS (1709)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*COLLEGE MASCOTS (1709)    12   3  1 80.0   1/ 1*NUMBER (1705)            12  3 1
 2/ 3*NUMBER (1705)             24  11  2 68.6   2/ 2*COLLEGE MASCOTS (1709)   12  3 1
 3/ 2*BASH BROS MATCHUP (1708)   9   6  0 60.0   3/ 3*BASH BROS MATCHUP (1708)  9  6 0
 4/ 6*THE MANTICORES (1704)      6   8  4 42.9   4/ 4*THE GALLOWGLASS (1703)    6  4 0
 5/ 5*CRUEL LORDS (1707)         7  13  1 35.0   5/ 6*THE MANTICORES (1704)     2  2 1
 6/ 7*THE GALLOWGLASS (1703)    11  21  0 34.4   6/ 5*CRUEL LORDS (1707)        2 13 0
 7- 8*OLD MAN GAMERS (1706)      0  10  0  0.0   7- 8*OLD MAN GAMERS (1706)     0  5 0

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

                                    TEAM SPOTLIGHT

                                  THE ART OF WINNING

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., AB 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 
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.  
    (Uncommon in DM93, but common elsewhere.)
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 who 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.
20. Cheer on your warriors.  Stay excited!  Rah, rah, rah.

                                          -- Cheerleader, Consortium affiliated


                           Assur's Guide to Pure Offensives

Offensives are the easiest type of warrior to design, run, and master.  The
idea of a pure offensive is that you are going to come out fast and overwhelm
your opponent with your offensive abilities.

1) Design
     When you are making a pure offensive, the things that matter most are:  Damage, 
Endurance, Attack skills, Decise skills, Initiative skills, and wit.  While other 
attributes and skills are nice, especially if you want to try fighting differently, 
the pure offensive doesn't care much about them.

Damage is dictated by Strength and Size.
Endurance is dicated by Strength, Constitution, and Will (especially Will).

You get attack skills at:
     Str: 5, 7, 15, 17, 21, 21  Wit: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21
     Wil: 5, 7, 15, 17, 21, 21  Dft: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21

You get decise skills at:
     Wit: 5, 7, 17, 21  Wil: 5, 7, 9, 15, 17, 21  Spd: All even values

You get init skills at:
     Siz: 5, 7, 15, 17, 21, 21      Wit: 5, 7, 9, 11, 11, 11, 11, 13, 15, 17, 21, 21
     Spd: 6, 9, 12, 15, 18, 21, 21  Dft: 5, 7, 7, 15, 15, 17, 21, 21

     Wit helps you learn more skills and as you'll notice contributes to each of the 
skills that you care about (attack, decise, and init).  The only other thing to 
seriously consider is your weapon selection.

     Damage is probably the most important attribute, followed by decise and then 
attack.  Wit is also very important as you need to learn your offensive skills enough 
to keep up your ability to overwhelm your opponents.  One of the most common 
Bloodgames designs for pure offensives is 17-3-3-21-21-8-11 (when a manager can 
dictate his warriors' exact designs).

2) Style Choice
     Strikers are the 'best' pure offensive style.  They conserve endurance, learn the 
best skills naturally (decise and attack), and can use all the good weapons.  Their 
only real negative is that they have fewer attack skills than the other pure offensive 
     Bashers are the next best choice.  They learn the right skills (but learn attack 
more than decise) and have more attack than strikers.  However, their weapon choices 
are not as good as strikers (which makes damage rating very important for bashers) and 
do not conserve endurance like strikers.
     Slashers are the last of the styles that are naturally a pure offensive.  They do 
not learn decise fast naturally, though, so while they are great with their attack and 
initiative, they are generally slower than their counterparts.  They have access to 
most of the best weapons in the game, but do not have a great speed weapon. 
     Parry Strikers can also be run naturally as a pure offensive.  They learn lots of 
decise skills, but learn parry skills to go with it.  They can use almost any weapon 
and can make fine pure offensives.
     None of the other styles learn decise naturally, so while it can be a favorite 
learn for any other style, you can't count learning them, so speed can be an issue.
     Other styles' strengths are not in the pure offensive category, but there is 
nothing wrong with running other styles as pure offensives.  Recommend HIGH WIT for 
     Many managers run Lungers as pure offensives and because of their natural high 
favorite rhythms and high skill base it works just fine.  But it is Assur's opinion 
that Lungers' natural strengths do not make them the best choice for a pure offensive.
     Aimed Blows with their incredible attack and endurance conservation are also 
often run as pure offensives.

3) Weapon Selection (with requirements)
     The following are my recommendations.  Feel free to try other weapons.

     Speed Weapons (best chance to attack first):
          Short Spear (9 Str, 5 Wit, 7 Dft)
          Quarterstaff (11 Str, 9 Siz, 11 Wit, 11 Dft)
          War Hammer (13 Str, 5 Wit, 7 Dft)
          Hatchet (7 Str, 5 Wit, 7 Dft)
     Damage Weapons: (When damage is what you really care about)
          Battle Axe (15 Str, 7 Wit, 9 Dft -- If using an off-hand weapon, also 9 Siz)
          Scimitar (9 Str, 11 Wit, 11 Dft)
          Broadsword (11 Str, 9 Wit, 7 Dft)
          Halberd (17 Str, 9 Siz, 9 Wit, 11 Dft)
          Greatsword (15 Str, 9 Siz, 9 Wit, 11 Dft)
     Other Good All Purpose Weapons:
          Longsword (11 Str, 13 Wit, 11 Dft)
          Maul (15 Str, 9 Siz, 5 Wit, 7 Dft)
          Great Axe (13 Str, 9 Wit, 11 Dft)
          Dagger (3 Str, 7 Wit, 7 Dft)

4) Strategy and Tactics
     The most common strategy used by pure offensives is run hot.  Hot means high 
offensive effort (OE) and activity level (AL).  10 OE and 10 AL is very common.  
Realize the hotter you run, the faster you will use your endurance.  Most of the time 
Assur lowers Activity level before Offensive Effort when trying to lower from the 
tried and true 10-10-x strategy.
     If you're fighting a pure defensive, they want you to use all your endurance, so 
running this hot might not be a good idea.  Running 1 AL is not a bad idea (they are 
not going to try to attack you).
     Also realize that every warrior has a favorite rhythm (favorite OE and AL) which 
will make them fight 'better.'  Some warriors don't like running super hot (or aren't) 
as well suited to run super hot.  Until you get to Advanced Duel2, you won't know for 
sure what your favorite rhythm is.  But you can experiment and sometimes get a feel 
that your warrior runs very well as certain numbers.  For each warrior you run, you 
must decide if favorites will help you win more than using the 'tried and true' 
     I am not a fan of using tactics.  They hurt you as much as they help you.  That 
said, the Decise tactic is great for making you faster.  It is easily countered by a 
warrior using the Response tactic.  I've won ridiculous fights (new warriors beating 
20 fight warriors) by using the response tactic.  The response tactic is a great way 
to counter another offensive using the decise tactic.
     I do not use Bash, Slash, or Lunge very often.

5) Armor
     No armor is recommended.  But death is a high risk.  Even using the lightest 
armor (ALE/L) protects against death in a major way compared to no armor.  If you know 
you're fighting someone faster than you, wearing armor may very well be a good idea.  
(While who attacks first is dictated largely by luck, I'd rather not depend on luck if 
I have another choice.)

                                      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.  Gee, I'm impressed, a 4-1-0 
is nice, but don't get cocky, COLLEGE MASCOTS, the Fates teach humility, and the 
Fates are proud.  Of course, we're all terribly impressed to see PIZZA TOPPINGS win a 
fight and gain 22 points, terribly.  Tsk, tsk, PIZZA TOPPINGS beat MORFAUS and 
MORFAUS lost 14 points.  You're breakin' my heart.  And if variety is the spice of 
life, NOBLISH ISLAND may be getting bland, as ONE stays top dog in the city.  The 
Welcome Wench, humph!  I've tasted better ale at mortuaries.  Where do they get this 
stuff?  From NOBLISH ISLAND's trash dumps?   
     My mother always told me, 'If you don't have anything nice to say, start 
talking.' I loved that woman.  NOBLISH ISLAND, I am losing what little hope I had in 
you.  NUMBER the most avoided team?  What insult will suffice, I cannot say.  And it 
looks like COLLEGE MASCOTS avoided them the most this turn.  What a pack of would be 
losers, if you ask me.  Hmph.  Ooh, I'm frightfully impressed, FIVE was this turn's 
most challenged warrior.  Watch that ego swell, sports fans.   
     Death and Taxes.  The less death I see, the more it taxes my patience.  Let's 
see if anyone's dead or dying.  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!  Just wait 'till next time I show 
up here, I won't be so nice!  So nyaaah!  Paste this one in your scrapbooks, you'll 
need the kindling come this winter-- Snide Clemens  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 ONE 9944                      6   1  0    79       NUMBER (1705)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 TWO 9945                      6   1  0    42       NUMBER (1705)
 FOUR 9947                     5   2  2    38       NUMBER (1705)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 HORNED FROG 9971              3   0  0    31       COLLEGE MASCOTS (1709)
 RAMBLIN' WRECK 9969           3   0  1    30       COLLEGE MASCOTS (1709)
 SYTHINI 9949                  3   1  0    26       THE GALLOWGLASS (1703)
 TMM PRIZE FREAK 9964          3   0  0    24       BASH BROS MATCHUPS (1708)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 DEMON DEACON 9967             2   1  0    22       COLLEGE MASCOTS (1709)
 PIZZA TOPPINGS 9979           1   0  0    22       BASH BROS MATCHUPS (1708)
-LIGHTNING 9941                2   2  2    20       THE MANTICORES (1704)
 RAINBOW WARRIOR 9968          2   1  0    18       COLLEGE MASCOTS (1709)
 FIVE 9948                     4   3  0    15       NUMBER (1705)
 SOCK 9933                     3   4  0    15       THE GALLOWGLASS (1703)
 THREE 9946                    3   4  0    14       NUMBER (1705)
 SHOCKER 9970                  2   1  0    14       COLLEGE MASCOTS (1709)
 OX 9942                       1   2  0    14       THE MANTICORES (1704)
 CRUEL HAMMER 9978             1   1  0    13       CRUEL LORDS (1707)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
-MONGOOSE 9940                 1   1  0    12       THE MANTICORES (1704)
 KRATH 9932                    1   6  0    11       THE GALLOWGLASS (1703)
 CRIP'S STRIKER ARMY 9962      2   1  0     9       BASH BROS MATCHUPS (1708)
 TAKKARI 9934                  1   6  0     9       THE GALLOWGLASS (1703)
 LORD RICE-LANDS 9960          2   2  0     8       CRUEL LORDS (1707)
 MORFAUS 9956                  2   1  0     7       THE GALLOWGLASS (1703)
 LORD BRYON 9961               1   3  1     7       CRUEL LORDS (1707)
-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)
 LORD HAMMER 9959              1   3  0     6       CRUEL LORDS (1707)
 LORD PAIN 9957                1   3  0     6       CRUEL LORDS (1707)
 FEELGOOD KILLER 9965          1   2  0     5       BASH BROS MATCHUPS (1708)
 CONSORTIUM SCUM 9966          1   2  0     5       BASH BROS MATCHUPS (1708)
-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)
-CHRIS 9953                    0   2  0     2       OLD MAN GAMERS (1706)
-HECTOR 9951                   0   2  0     2       OLD MAN GAMERS (1706)
-WULF 9972                     0   1  0     1       OLD MAN GAMERS (1706)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
MANAGER SNOTLING 9963   1  1 0 BASH BROS MATCH 1708 RAMBLIN' WRECK 9969   463   
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   

                                     PERSONAL ADS

Rah, rah for Number One, who is number one, and Duelmaster of Noblish Isle.  Kudos. -- 
Cheerleader, College Mascots (Consortium affiliated)

Assur. shucks,  I never did like Manager Snotling, but to kill him?! (sigh)  And he 
looked like one of your best.  Sorry. -- Ramblin' Wreck from Georgia Tech

Assur, we won't laugh about Snotling, but we surely will cheer! -- Cheerleader

Mongoose, sometimes a warrior is not as one seems. -- Shocker

TMM Prize Freak, I hoped to win, but with your name, I should have known. -- Demon 
P.S. Cheerleader sends regards to Assur for this coup and says he surely needed it.

Five, not all Numbers are unbeatable, eh? -- Horned Frog (croaking away in glee)

Feelgood Killer, bwahahahaha. -- Rainbow Warrior

No questions?  Rookies should have questions.  Perhaps the C.I.C packages are 
answering all questions?  Ask Assur questions.  He knows everything!  Ask me, too.  I 
know lots. -- Cheerleader

True Story.  Way back when I was a senior high school basketball player (Go, Cannelton 
Bulldogs!) in Southern Indiana, we had a new coach, who had played on Shelbyville, 
Indiana's state championship (Hoosier Hysteria) team some years earlier.  He said they 
had this cheerleading yell:

Shelbyville, Shelbyville, we are it!
SH for Shelbyville, IT for it!
It was a LONG time ago.

Health. Humility. Honor. -- Cheerleader (The Consortium motto.)

Cruel Hammer -- Bashers hate facing strikers.  That said, here are changes I'd make to 
your strategy: ALE/L or No Armor/No Helm.  The former gives some protection and helps 
keep alive.  The latter focuses on making your warrior as fast as possible and 
minimizes amount you are carrying, extending your endurance.  For backup, I recommend, 
DA or WH.  The MS is heavy and isn't a great weapon overall.  You don't use backups 
much, but it is worth carrying one. -- Assur

Cheerleader -- Thanks for killing off that Snotling!  BF TIME!!! -- Assur

Lord Rice-Lands -- Your weapon and armor looked great.  Not much you can do about 
being 'scummed,' as it is called. -- Assur

Cheerleader -- I usually commend the Consortium for finding unique and believable 
managers.  I can only hope you are a one time manager and done.  Talk about annoying! 
-- Assur

                                  LAST WEEK'S FIGHTS

LORD RICE-LANDS was devastated by FOUR in a 1 minute mismatched Bloodfeud fight.
CRIP'S STRIKER ARMY was demolished by RAMBLIN' WRECK in a 1 minute Bloodfeud melee.
LORD PAIN was narrowly defeated by THREE in a 5 minute Challenge duel.
DEMON DEACON devastated CONSORTIUM SCUM in a 2 minute one-sided Challenge contest.
RAINBOW WARRIOR outlasted FIVE in a unpopular 19 minute Challenge competition.
ONE won victory over VETERAN MERCENARY in a 2 minute Title fight.
TWO bested FRATSFA SLAVE in a 1 minute match.
HORNED FROG bested KRATH in a 3 minute competition.
TAKKARI was defeated by OX in a 2 minute gruesome melee.
SOCK viciously subdued LORD BRYON in a 2 minute gruesome duel.
MORFAUS was overpowered by PIZZA TOPPINGS in a 1 minute uneven duel.
SYTHINI savagely defeated SHOCKER in a 3 minute gruesome novice's fight.
LORD HAMMER was beaten by TMM PRIZE FREAK in a exciting 1 minute novice's fight.
FEELGOOD KILLER was devastated by CRUEL HAMMER in a 2 minute mismatched conflict.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   5         AIMED BLOW        23 -  11 -  0      68  |
|AIMED BLOW                       5         BASHING ATTACK    38 -  21 -  1      64  |
|STRIKING ATTACK                  4         LUNGING ATTACK    11 -   7 -  0      61  |
|TOTAL PARRY                      3         TOTAL PARRY        7 -   6 -  0      54  |
|SLASHING ATTACK                  2         STRIKING ATTACK   20 -  18 -  3      53  |
|PARRY-STRIKE                     2         SLASHING ATTACK   14 -  15 -  3      48  |
|LUNGING ATTACK                   2         WALL OF STEEL      8 -  12 -  0      40  |
|PARRY-LUNGE                      2         PARRY-RIPOSTE      2 -   4 -  1      33  |
|PARRY-RIPOSTE                    1         PARRY-STRIKE       4 -   9 -  0      31  |
|WALL OF STEEL                    0         PARRY-LUNGE        4 -  10 -  1      29  |

Turn 464 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
LUNGING ATTACK   ONE 9944                    6   1  0   79 NUMBER (1705)
BASHING ATTACK   TWO 9945                    6   1  0   42 NUMBER (1705)
STRIKING ATTACK  FOUR 9947                   5   2  2   38 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 
DEMON DEACON 9967.  The ten other most popular fighters were HORNED FROG 9971, SOCK 
9933, SYTHINI 9949, FOUR 9947, ONE 9944, TWO 9945, OX 9942, TMM PRIZE FREAK 9964, 
RAMBLIN' WRECK 9969, and TAKKARI 9934.

The least popular fighter this week was FIVE 9948.  The other ten least popular 
fighters were RAINBOW WARRIOR 9968, THREE 9946, FEELGOOD KILLER 9965, SHOCKER 9970, 
9966, and LORD PAIN 9957.

                  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

 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

                                  The Perfect Scout

     We all know them.  We all hate them.  What am I talking about?  Scum.  But there 
is nothing better than a scum to scout at your enemy's weak points.  You can see if 
they'll last long, what weapons they use, where they attack, their style, etc.  And 
you typically don't have to fear a loss.  Picture this.  You see a guy on the listing 
10-5-2.  Well, you don't want to send your best warrior with his perfect 5-0-1 because 
you want to keep winning.  So you send in your scout.  Now you know if you can beat 
him.  The scout will enable you to better pick and choose your fights.  Also if you 
feel like getting back at someone these scum are great.

How to design:

ST13+ can go as low as 11
WT5-7 no more
SP3 as low as possible
DF7 is perfect

     So a perfect set up would be 15-19-13-7-19-3-8 to start train CN till 21 then WL 
21 WT 8 DX 9 then whatever you want.  This guy is not for ADM he's just for regular DM 
and to be used to scout.  Don't worry about skills until you've 3 raises in everything 
then go to skills.  Oh yeah strategy.


     Get rid of him when they get up high.  Then they've already scouted everything.

                                   Brought to you by Mr. Drake DM#5, Mgr. of Pirates

                  Warrior Handedness, is he a Righty, Lefty or Ambi?

     Greetings, Joy and Happiness to everyone!!!!  I hope everyone that reads this 
article is doing well and remembering not to drink and duel.  This article discusses 
things about the handedness of a warrior.  Most managers only worry about things like 
skill, weapons and trains.  Handedness is not a major factor in playing the game but 
it's nice to know some things about it.
     Most warriors will be right handed, with a small percentage left handed.  Even 
more scarce is the ambidextrous warrior.  I believe that the defensive styles have a 
higher percentage chance to be a lefty or an AMBI than offensive styles do.  It's just 
an observation that I made in the 513 warriors surveyed.  Another note on that, I 
notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of 
them were AMBIs.  The highest percent of AMBIs out of all the styles polled.
     When a manager puts weapons into his warriors hands and also when he tells his 
warrior where to strike, handedness plays a key role in the manager's decision making.  
I had a team with 4 AMBIs on it, and I started to do some experiments with them to see 
how the AMBI thing worked.  I noticed that in general the AMBI favors using the left 
hand more than the right hand.  But, there are a small percentage of AMBI warriors 
that are reversed, where the right hand is used more than the left.
     There also seems to be some confusion amongst managers that get the USE of a hand 
mixed up with which hand the weapons go in (IE which is primary and which is off-
hand).   Right handed warriors USE the RIGHT hand the most and the primary weapon is 
the RIGHT hand, off hand is the left hand.  For left-handed warriors, it is the 
opposite of right-handed warriors, of course.  The confusion comes with the AMBI 
handed warriors.  AMBIs USE the left hand more BUT the RIGHT hand holds the primary 
weapon, and the left hand holds the off hand weapon.   Every so often you will get an 
AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon 
is held in the LEFT hand.  But this kind of ambi is extremely rare.
     Well, that's it for now.  Have fun, and watch out for that right hook... 'cause 
it might be a left hook!!!!!
     For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD.  
You can also email me at 103260.3347@compuserve.com   or visit my DM web site at the 
following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm

Sir Jessie Jest

                             The Effects of Coordination

     Coordination has long been ruled as having no effect on a warrior.  I have 
noticed a few things that may be the cause of certain coordination levels.  So I 
decided to write this article to give the general DM populace something to ponder.  
Below is the coordination table:

Coordination =  SP + DF

06 - 16  = Clumsy
17 - 20  = Slightly Uncoordinated
21 - 27  = Normal
28 - 31  = Highly Coordinated
32 - 39  = Very Highly Coordinated
40 - 42  = Marvel of Fighting Coordination

     Since I run a lot of bashers that have a clumsy rating most of the time, I 
noticed a few things that happen to them and not the high coordination warriors I 
have.  Most people don't have clumsy warriors, save some bashers and TPs, so it may 
not be paid that much attention to.
     The first thing I have noticed is that a clumsy warrior seems to drop his weapon 
more often than a higher coordination warrior.  So I think that maybe he has a higher 
chance to do this than normally coordinated warriors.
     Second, I noticed that clumsy warriors have harder time trying to quick draw 
their back-up weapon, causing them to fumble around trying to get it.
     Third is that the clumsy warrior also is slower to get up after he has been 
knocked down.  It may also influence the roll on whether you get knocked down or not, 
along with other factors.
     These things aren't as noticeable the higher the coordination becomes.  That's 
probably why a lot of people don't place any  value on coordination.  At the higher 
levels of the game there aren't any clumsy warriors, so coordination isn't noticed.  
You can still get knocked down, lose your weapon, and draw your back-up quickly, but 
the odds are more in your favor with a higher coordination in my opinion.
     Well, may joy and happiness be with you.  If you would like to chat , I can be 
reached at 103260.3347@compuserve.com  
     You may diplo me at LORDS OF THE ABYSS, in DM 11, or any of the JOKER'S WILDS 
scattered about.

                                                         Sir Jessie Jest
                                            (He who always gets the last laugh......)

                             THE BRAINY, LOW WILL STRIKER

     Like many others, I have experimented with the striker style, though I waited 
nearly two years into playing this game before doing so.  Recently, while preparing 
for a tournament, I was reviewing the many roll-up sheets I had ordered in hopes that 
I might find a warrior or two who might have a good chance at a TV, or even a TC 
prize.  Most of the roll-ups were born losers, or mediocre warriors at best, so I 
decided to experiment with the striker style.
     Most managers will agree that in order for a warrior to have a long-term 
potential (Primus), you need a will of at least 15.  I wouldn't know, never having 
gotten a warrior that far.  However, not all roll-ups will give you the opportunity 
for a 15+ WT/WL/DF combo.  With that in mind, I made a few high WT, high DF, low WL 
strikers and hoped for the best.  I was relying on their superior decise to get in the 
first blow, and hoping to finish off the opposition before they had a chance to swing 
back.  Before you mega-managers say it, yes these guys would have made good, albeit 
extremely fragile aimed blows with the stats such as the following.  I know, I had one 
with similar stats TV at the same tournament with a 9-1-0 record.  However, I am 
writing about the low-will striker, not aimed blows.

The result:

11-12-10-19-9-6-17   &   9-12-12-19-7-4-21

     These guys have absolutely no realistic long-term potential once past basic, 
assuming they live that long (that single digit will is a killer).  However, #1 
managed to go 8-2-1 in the tournament, picking up an impressive 18 skill sin the 
process.  he also managed to take out all 4 TP scum he faced, going 9 minutes in one 
fight, and 5 in another (his overview claimed "poor endurance").  #2 started with very 
"little endurance," yet managed to last 8 minutes vs. a TP-ratings, and had no problem 
sending those pesky TP-scum desperate before the end of the first minute.
     Give your striker a scimitar and let him go out 10-10-7 decise.  With the high-
decise style advantage strikers get, he should get in the first, and hopefully last, 
blow.  Slow him down to about 6-4-6 minute 2, then go 6-1-1 thereafter.  He'll either 
have won or lost by the end of the 3rd minute vs. most opponents.  Have him come out 
at 6-4-6 (min 1), 6-2-6 (min 2), and 6-1-6 (min 3+) vs. TP-scum.  I aim for the legs 
(I don't know of anybody who protects the legs, especially at tournaments), though if 
you want to go for the kills, aim for the head.
     Will these kind of rollups TV every time?  NO!  Their problem is a distinct 
aversion to pain, one blow will usually do them in.  It is, however, a far better way 
of enjoying those frustrating low WL warriors than simply writing DA on the strategy 
     If you are really gutsy, run these guys in the arena.  They are a sure bet to be 
killed before their 15th fight, but will probably have a winning record when they die.
     Comments, derision and just about anything else welcome.

                                             Diplo Blind Man, Red Branch (3)

                                 THE VIRTUES OF SPEED

     For several years now, many of the Duelmasters veterans have eschewed the 
warrior attribute of Speed.  The Rogue She-Puppy of the Galaxy once summed up this 
sentiment by declaiming that (paraphrased):  Anything Speed can do, Deftness can do 
better; many weapons have a Deftness minimum, but none have a Speed requirement.  
This article covers aspects of Speed which may have been overlooked by many other 
Duelmasters managers.
     Other articles have covered how Speed will affect a warrior's decisiveness.  I 
won't belabor the point, except to say that the higher the Speed, the better the