DUEL 2 NEWSLETTER
Date : 09/14/2018 Duedate: 09/27/2018
NOBLISH ISLAND ARENA
DM-93 TURN-513
This Weeks Top Honors
THE DUELMASTER IS
NOT AS ADVERTISED
BASH BROS MAIL ORDER (1748)
(93-10221) [1-1-0,23]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY NOT AS ADVERTISED
BASH BROS MAIL ORDER (1748)
(93-10221) [1-1-0,23]
Popularity Leader This Weeks Favorite
NOT AS ADVERTISED SHIPPING COSTS
BASH BROS MAIL ORDER (1748) BASH BROS MAIL ORDER (1748)
(93-10221) [1-1-0,23] (93-10222) [1-1-0,9]
THE CURRENT TOP TEAM
FRIENDLIES (1747)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BASH BROS MAIL ORDER (1748 46
2. CAUSE OF DEATH (1746) 17 SUBJUGATORS (617)
3. FRIENDLIES (1747) 3 Unchartered Team
4. THIEF TAKERS (1730) 0
FRIENDLIES (1747)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*FRIENDLIES (1747) 6 4 0 60.0 1/ 2*FRIENDLIES (1747) 6 4 0
2/ 3*BASH BROS MAIL OR (1748) 5 5 0 50.0 2/ 3*BASH BROS MAIL OR (1748) 5 5 0
3- 2*THIEF TAKERS (1730) 7 13 0 35.0 3- 1*THIEF TAKERS (1730) 4 1 0
4/ 0*CAUSE OF DEATH (1746) 1 4 1 20.0 4/ 0*CAUSE OF DEATH (1746) 1 4 1
'*' 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
THE STRATEGIC ADVANTAGE
Challenges, and their partner avoids, are underused strategic weapons. Don't be
left home without them! Use 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 one
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, but not quite, 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, the answers 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 easy opponent
b. A warrior you have beaten before
c. To tie up a warrior you do not want to fight one of your fellow warriors, such
as the Duelmaster
d. To take advantage of a Blood Feud (4 rounds)
e. For a good style match up.
4. Avoid for these situations -- always
a. Emphasis on a team who is bloodfeuding you
b. Emphasis on a team who just beat your warrior
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: 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 and SL, and known slower ST
2. Aimers challenge scummy/tanky warriors especially TPs
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
The Consortium always avoids and almost always challenges. (Did I make that
clear?)
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 for challenge-wise
purposes. A Challenger Champ is a Champ for challenge-wise purposes. 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" or even bring the rest of the arena Managers down on you.
Challenges and avoids are there to be used to your advantage. Do so.
-- Happy Camper of Friendlies (Consortium affiliated)
(but really penned by his helpful publicist and staff)
SPY REPORT
Busy, busy, busy, lots of things happening in NOBLISH ISLAND this turn, and
let's start with a look at some of the teams. It seems the training can make the
difference, as THIEF TAKERS is pushed out of top team by FRIENDLIES, who came from
2nd with a 2-3-0 this turn. The BASH BROS MAIL ORDER guild has had a 4-1-0 turn and
deserves to be watched in the future. You never know where this kind of thing can
lead. And let's see, DISREPUTABLE DEALER fought BRO and gained 16 points and
contributed to BASH BROS MAIL ORDER's 4-1-0. BRO has lost to DISREPUTABLE DEALER,
falling 4 points, while helping make FRIENDLIES a 2-3-0 turn. Our Duelmaster has
lost, folks, lost to KHALHUMS DWARF, BUT NOT AS ADVERTISED is still the Duelmaster
because he has the most recognition points! Tell me, is nothing sacred? I have
heard from unimpeachable sources that The Dripping Blade uses trolls in their stew.
Talk about gristle!
The crowd's roar, the smell of iron and leather, mixed with sweat, what more
could a warrior ask of life? Well, besides that. FRIENDLIES has cause to stand
tall, as they were NOBLISH ISLAND's most avoided team. A smart manager knows this is
a team to beat. And guess who avoided FRIENDLIES stable the most? Believe it or
not, it was BASH BROS MAIL ORDER. Anyone surprised? Well, sports fans, take notice
that ALLY from FRIENDLIES was NOBLISH ISLAND's most challenged warrior this turn.
The Dark Arena is for those who cannot win, not who cannot lose with grace.
Dignity in life or death is the warrior's creed. A brave warrior does not carry a
red shield, he has nothing to cover or hide when the fight is over. Consider well.
Thought for the day, a new sword shines bright, but the notched sword sings the
sweetest. It's been nice chatting with you, until we meet again, keep your swords
sharp and your hammers heavy. Until the sun next rises and my pen sets to paper--
Alarond the Scribe
DUELMASTER W L K POINTS TEAM NAME
NOT AS ADVERTISED 10221 1 1 0 23 BASH BROS MAIL ORDER (1748)
INITIATES W L K POINTS TEAM NAME
-RAGORE SINGBLADE 10178 1 1 0 18 THIEF TAKERS (1730)
-MORROCK REDFLINT 10179 2 0 0 17 THIEF TAKERS (1730)
INITIATES W L K POINTS TEAM NAME
DISREPUTABLE DEALER 10219 1 1 0 17 BASH BROS MAIL ORDER (1748)
-HENUP-ETH 10170 1 2 0 15 THIEF TAKERS (1730)
-LUCKY 10107 2 2 0 14 THIEF TAKERS (1730)
GRANNY 10217 2 0 0 14 FRIENDLIES (1747)
GUILLOTINE 10213 1 0 1 13 CAUSE OF DEATH (1746)
-TURTLE 10105 1 3 0 13 THIEF TAKERS (1730)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
ALLY 10214 2 0 0 9 FRIENDLIES (1747)
SHIPPING COSTS 10222 1 1 0 9 BASH BROS MAIL ORDER (1748)
BROKEN 10223 1 1 0 7 BASH BROS MAIL ORDER (1748)
SHIPPING DELAYS 10220 1 1 0 7 BASH BROS MAIL ORDER (1748)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
BRO 10216 1 1 0 4 FRIENDLIES (1747)
-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)
SIS 10218 0 2 0 2 FRIENDLIES (1747)
QUAKE 10209 0 1 0 1 CAUSE OF DEATH (1746)
THE ZAMORIAN 10211 0 1 0 1 CAUSE OF DEATH (1746)
CATEGORY FIVE 10210 0 1 0 1 CAUSE OF DEATH (1746)
TOXICITY 10212 0 1 0 1 CAUSE OF DEATH (1746)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
MATE 10215 1 1 0 FRIENDLIES 1747 GUILLOTINE 10213 513
PERSONAL ADS
Boy, look at all those Assur super stars?! Wow! He calls his team special, and he is
right. He says many managers will covet it. He is right. But, I do like my Friendly
Team. I do. And they must be super special; yup. After all, they went 4-1 against
those special Mail Order warriors. How nice. -- Happy Camper (really a happy camper)
(wink)
Broken, I know; I know; you're broken? -- Ally, A Friendly
Shipping Costs, you got ripped off, eh? -- Mate, A Friendly
Shipping Delays, you just chose a wrong partner. You did. -- Bro, A Friendly
Disreputable Dealer, why, in my day.... -- Granny, A Friendly
Not As Advertised, well, I guess. I think you take steroids, you Twerp! -- Sis, A
Friendly (to most)
Health. Humility. Honor. (The Consortium motto.) -- Happy Camper of Friendlies
(Consortium affiliated)
LAST WEEK'S FIGHTS
SHIPPING COSTS viciously subdued SIS in a 2 minute amateur's Challenge fight.
DISREPUTABLE DEALER handily defeated BRO in a 1 minute one-sided Challenge match.
NOT AS ADVERTISED was bested by KHALHUMS DWARF in a 3 minute Title contest.
BROKEN subdued CATEGORY FIVE in a 2 minute gruesome amateur's competition.
SHIPPING DELAYS defeated THE ZAMORIAN in a 2 minute novice's struggle.
ALLY bested QUAKE in a 3 minute novice's competition.
MATE was barely slain by GUILLOTINE in a 2 minute gruesome beginner's melee.
GRANNY vanquished TOXICITY in a 1 minute uneven fight.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|WALL OF STEEL 4 SLASHING ATTACK 2 - 1 - 1 67 |
|SLASHING ATTACK 2 BASHING ATTACK 24 - 13 - 2 65 |
|BASHING ATTACK 2 STRIKING ATTACK 13 - 10 - 1 57 |
|STRIKING ATTACK 2 PARRY-STRIKE 1 - 1 - 0 50 |
|AIMED BLOW 1 PARRY-RIPOSTE 1 - 1 - 0 50 |
|PARRY-STRIKE 1 LUNGING ATTACK 1 - 1 - 0 50 |
|PARRY-RIPOSTE 1 WALL OF STEEL 11 - 12 - 1 48 |
|LUNGING ATTACK 1 TOTAL PARRY 7 - 8 - 0 47 |
|TOTAL PARRY 1 AIMED BLOW 6 - 9 - 0 40 |
|PARRY-LUNGE 0 PARRY-LUNGE 1 - 2 - 0 33 |
Turn 513 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:
AIMED BLOW 1 - 0 PARRY-LUNGE 0 - 0 2 TOTAL PARRY
PARRY-STRIKE 1 - 0 PARRY-RIPOSTE 0 - 1 2 WALL OF STEEL
WALL OF STEEL 3 - 1 LUNGING ATTACK 0 - 1 1 PARRY-RIPOSTE
SLASHING ATTACK 1 - 1 STRIKING ATTACK 0 - 2 1 LUNGING ATTACK
BASHING ATTACK 1 - 1 TOTAL PARRY 0 - 1 1 STRIKING ATTACK
1 PARRY-STRIKE
1 AIMED BLOW
1 BASHING ATTACK
1 SLASHING 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 NOT AS ADVERTISED 10221. The most popular warrior
this turn was SHIPPING COSTS 10222. The ten other most popular fighters were QUAKE
10209, MATE 10215, DISREPUTABLE DEALER 10219, BROKEN 10223, SHIPPING DELAYS 10220,
THE ZAMORIAN 10211, GUILLOTINE 10213, NOT AS ADVERTISED 10221, ALLY 10214, and GRANNY
10217.
The least popular fighter this week was TOXICITY 10212. The other ten least popular
fighters were BRO 10216, CATEGORY FIVE 10210, SIS 10218, GRANNY 10217, ALLY 10214,
NOT AS ADVERTISED 10221, GUILLOTINE 10213, THE ZAMORIAN 10211, SHIPPING DELAYS 10220,
and BROKEN 10223.
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)