DUEL 2 NEWSLETTER

Date   : 02/01/2019    Duedate: 02/14/2019

NOBLISH ISLAND ARENA

DM 93    TURN 523

This Week's Top Honors

THE DUELMASTER IS

FORD GRENADA
C CARS (1752)
(93-10244) [1-1-0,23]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              FORD GRENADA
                               C CARS (1752)
                               (93-10244) [1-1-0,23]

Popularity Leader              This Week's Favorite

DODGE CHARGER                  DODGE CHARGER
C CARS (1752)                  C CARS (1752)
(93-10246) [1-1-0,4]           (93-10246) [1-1-0,4]

THE CURRENT TOP TEAM

BASH BROS DRIVING (1753)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. BASH BROS DRIVING (1753)      45 
2. C CARS (1752)                 -8    RAGE (388)
                                       Unchartered Team

                                       BASH BROS DRIVING (1753)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 2*BASH BROS DRIVING (1753)   6   2  0 75.0   1/ 3*BASH BROS DRIVING (1753)  6  2 0
 2- 3*SHADOWBORN (1751)          5   5  0 50.0   2/ 2*C CARS (1752)             5  5 0
 3/ 1*C CARS (1752)              5   5  0 50.0   3- 1*SHADOWBORN (1751)         1  4 0

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

                                    TEAM SPOTLIGHT

Training: Skills or Stats?

     D2ers often hear a statement similar to this: "Train skills; do not train stats." 
The implication or sometimes direct statement is that you will be sorry if you train 
stats, especially certain stats. The Consortium opinion is that, in the majority of 
circumstances, it is perfectly all right and normal to train stats, and in some cases 
it is better to train stats. (This process of training stats is often called 
"burning.") The purpose of this presentation is to explore stat and skill training and 
to give the D2 Manager some ideas as to if, or when, stat training is either aok or 
best. The article will also explore when it is considered best not to train stats.
     First, to set the stage, there are several principles, givens, and ideas that the 
reader must understand.

1. Skill training is mostly dependent on WT. (e.g. The higher the wit, the more skills 
   per fight the warrior is likely to learn. It also seems one can learn more skills 
   fighting a very experience/skilled warrior. (Whom apparently teaches well?) There 
   is always a luck roll involved.
2. Stat training is rather highly dependent upon two things:
   a. WL; a warrior's stat learn probability is 5% times the will. (E.g. a warrior 
      with 10 WL has a (5%x10=50%) 50/50 chance to learn the stat, while a warrior 
      with 15 WL has a 75% (3 to 1 odds) chance of learning the stat.
   b. The number of stats of that type already trained. A warrior's learning rate for 
      a specific stat is halved each time he earns one of those stats. For example, a 
      warrior with 10 will has a 50% (5%x10) of earning a first stat of a type, but 
      only a 25% (5%x10 halved) of earning the second stat of that type. ((and on to 
      12.5% for the third) Realize, however, that it is really 50% for the 1st, 27.5% 
      for the 2nd (since he earned the 1st and is now at 11 WL) and 15% for the 3rd. 
      (Since he had previously bumped the WL to 12). Note: There is always a 
      luck/unlucky roll involved.
2. Training most stats also earns the warrior certain skills. (Check your C.I.C. 
   packet for this.)
3. There are limits to the number of stats and skills a warrior can have.
   a. In basic, a warrior can have no higher that 21 of any stat type.
   b. A warrior is limited to earning 20 skills (beyond the initial skills the warrior 
      is "born" with) of each type in his career. Those 20 skills may come from 
      learning skills or from training a stat which gives the warrior one or more of 
      those skills. He is deemed "maxed" in that attribute when he learns the 20th.
   c. A warrior can, however, learn more than 20 skills of a type if he first learns 
      his 20 allowed skills, and then trains stats which give the warrior one of those 
      specific skills.  (This factor is why one often hears "Do not train stats or you 
      will be sorry".)
4. Certain stats improve the "physicals" of your warrior. (e.g. there is a reasonable 
   possibility that training ST can improve how much damage your warrior does when he 
   hits) With those principles in mind, one can postulate certain scenarios which 
   might provide a basis for decision-making as to "what to train". These represent, 
   first, the knowledge necessary, then, The Consortium scenarios for training 
   decision -- STATs or SKILLs?

KNOWLEDGE

1. Be aware of the probable skill learn rate. (This is a highly variable number, based 
   on many, many factors of the game, including luck rolls.) (However WT is the 
   primary factor.)
2. Be aware of the stat training probability for that stat. (Mostly determined by WL.)
3. Be aware that virtually everything in D2 has a probable roll or luck factor
4. Be aware of the potential "physical" improvement to your warrior for stat training.
5. Know which stat trains do not provide any skills. (E.g. Raising to 12ST improves 
   the stat, but cannot provide any skills or "burning", while raising to 15ST 
   improves that stat and provides two "burned" skills-- attack and parry.) Note: 
   Physicals might improve in either case.
6. Determine if that specific warrior will be enhanced by a possibility of earning 
   more than 20 skills of a type. (Example, a warrior that is meant for the long-term, 
   or is deemed to be a near-godling is extremely likely to benefit from the extra 
   skills at high-ADM classes where every warrior is maxed or near maxed in stats and 
   skills and every single skill can make a difference in a fight. A warrior who is 
   expected to be around for a shorter period, or is to be "retired" upon graduation 
   to Lord Protectorship, will not be around long enough to earn and benefit from the 
   few extra skills available.
7. Know which is likely to benefit your warrior most when you decide to train skills 
   of a certain stat. (e.g. How many skills am I likely to learn if I train skills 
   verses the probability of learning that specific stat train and the subsequent 
   physical and skill gain earned.)

CONSORTIUM DECISION MODEL

1. Upon rollup, evaluate each warrior and classify-- long-term/godling (GOD), possible 
   long term (UNS), standard warrior-- run to graduation.(NRM)
2. Do not train stats on GOD, unless they are non-burning stats.
3. Limit training stats on UNS, unless they are non-burning stats, until it is decided 
   that this warrior is not a GOD.
4. If a NRM, train whatever the manager believes will most enhance the warrior winning 
   fights.
5. When deciding between stat or skill training, compare the probability quantity of 
   skill earning vs. the probable of learning the chosen stat and its potential 
   physical and skill contribution.

     Perhaps a couple of Consortium examples are in order. Let's consider these two 
warriors" 14-7-12-15-20-14-11 striker and 4-10-11-17-17-4-21 aimed-blow.  Although a 
solid warrior, the striker would be considered NRM, especially since strikers are not 
considered likely Primus-level styles. The warrior probably rolled good damage and 
good endurance. The odds of getting a first stat raise are near 100% (5%x20, but 
everything has a "luck" roll). The warrior at 15WT should expect to earn nearly two 
skills per turn (Consortium rates 15WT skill learn rate at 1.75ish) Consortium 
Managers would plan two immediate "bumps" -- WL to 21 and ST to 15. Moving to 21 WL 
gains seven fine skills (2 each Att, Par, Def and 1 Decise) and enhances physicals a 
tiny bit. (Adds 0.4 it points and improves endurance a small amount) Training skills 
would have yielded a probability of two skills, and three if lucky. The choice to 
train WL is a no-brainer. The 2nd plan train to 15ST is also a good one. At 15 ST, two 
skills are earned, attack and parry. The 15ST also enhances weapon selection, making 
the striker now strong enough to carry certain "larger weapons" with no penalty. (The 
battle axe is an often favored weapon of Consortiumites-- and probably should be a 
favorite of yours.) The 15ST also has the possibility of raising the warrior's damage 
rating from good to great. Consortium places this damage bump odds at 4-1, appx 20% 
likely.) Compared to the probability of learning 2 skills (or an unlucky 1 or a lucky 
3) the 15ST raise seems like a good one. There are no more planned raises for this 
warrior, but that does not preclude that a Consortium manager might not later attempt 
an additional ST raise to 16 (if great damage was not attained) and a raise to 8 CN, 
especially if the warrior has a "frail" rating.
     Warrior #2, the aimer is rated a GOD. There would be no planned stat raises to 
the warrior, training skill all the way until maxed. However, there would be no reason 
not to consider CN raises, as no CN raise burns skills and every aimer can use 
additional hit points. This choice would need to be balanced against the probability 
of earning 2.25 skills per turn (Consortium rating). One additional consideration 
should be given. If this warrior rolled "little damage", (normal damage is more 
likely) the bump to 5ST could be what is needed to get normal damage. The raising of 
that stat "burns" a parry and an attack skill, however. For a long-term warrior, 
especially an aimer which can use little-damage somewhat effectively, this bump would 
not be recommended.
     In conclusion, there is no absolute when it comes to training skills or stats. 
Training stats is certainly not a no-no. Burning skills can be inconsequential. 
Physical and skill gains from stats can greatly enhance the warrior and the W/L 
record. But, like most other decisions in D2, there is a trade-off. Burning stats on a 
long-term, ADM+ warrior could prove damaging to the warrior's long-term health. Choose 
wisely rather than automatically.
     Perhaps this quote from another player's article will enhance your understanding? 
"Raising stats:  Care must be taken in doing this. All fighters start out with the 
ability to learn 20 skills each in the categories of Defense, Parry, Riposte, Attack, 
Decisiveness, and Initiative.  When you learn all 120 skills, you've maxed out.  You 
can get skills through normal learns, or by raising stats; however, if you raise stats 
BEFORE you max out (except for Con which has no skills), anything gained will count as 
one of the 20.  This is called "burning" skills.  If, on the other hand, you wait 
until you've maxed out, then raising stats will add those imbedded skills to the ones 
you've learned, enabling you to exceed your limits.  But raising stats will give an 
immediate boost to your abilities.  It's a question of short term vs. long term gain."

                                          -- Joe Jalopy (Consortium affiliated)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Wow! Duelmaster! Me? I guess that is possible when everybody is new and someone 
has to be on top. I accept that honor, no matter what luck has brought it to me. 
Besides, anytime a Consortium warrior is Duelmaster instead of a Bash Bros warrior, 
all the bosses are thrilled! Maybe they will give me a bonus? Or at least wash and wax 
me?

     Just for a little history, I was one of the early cars The Consortium family 
purchased. Purchased in Racine, WI, I guess I could have been defined as a big ole 
nice-looking clunker. I was silver with a wine-colored top. I thought I was cool. The 
Boss liked me. The Boss's wife considered me a dork. (No wonder I am playing 
Duelmasters.) 

     Anyway, I am on top. Challenge me is you dare. (And if I were you, I would dare.)

                                          -- Ford Grenada, DMI

                                      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 SHADOWBORN is pushed out of top team by BASH BROS DRIVING, who came 
from 3rd with a 4-1-0 this turn.  And let's see, TRAFFIC fought KIA SOUL and gained 
16 points and contributed to BASH BROS DRIVING's 4-1-0.  KIA SOUL has lost to 
TRAFFIC, falling 14 points, while helping make C CARS a 1-4-0 turn.  Our Duelmaster 
has lost, folks, lost to KHALHUMS DWARF, BUT FORD GRENADA is still the Duelmaster 
because it has the most recognition points!  By the way, was that our Duelmaster that 
I saw last night, cramped under the table at The Warty Toad?   
     Oriental wise man once say, 'Hiding behind shields prevents proper sun tanning.' 
Inscrutable, but true.  I also notice that the SHADOWBORN stable was the most avoided 
team this turn.  Come on NOBLISH ISLAND, what are you afraid of?  And avoiding 
SHADOWBORN more than any other team we find C CARS.  NOBLISH ISLAND, are we going to 
accept, or respect this sort of thing?   
     We only live a short time in this world, so why not take a sharp blade, and 
shave it close?  We'd like to remind certain teams not to rob the graves of their 
enemies.  You know who you are; and it's considered rude.   
     Remember, blood on the purple robe does not change it from a purple robe.  Dare 
to fight bravely.  Well, I'm burning daylight here in NOBLISH ISLAND and I've a long 
road ahead of me.  Happy Trails.  Until you see my quill in NOBLISH ISLAND again, 
farewell-- Alarond the Scribe  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 FORD GRENADA 10244            1   1  0  23         C CARS (1752)             

INITIATES                      W   L  K POINTS      TEAM NAME                  
 JEEP CHEROKEE 10248           2   0  0  21         C CARS (1752)             
-GRIM SHADOW 10240             2   0  0  18         SHADOWBORN (1751)         
 TRAFFIC 10250                 1   1  0  17         BASH BROS DRIVING (1753)  
 SLOW 10251                    2   0  0  16         BASH BROS DRIVING (1753)  
 SUNDAY DRIVER 10253           1   0  0  11         BASH BROS DRIVING (1753)  
 SPEEDING TICKET 10254         1   0  0  10         BASH BROS DRIVING (1753)  
 KIA SOUL 10245                1   1  0   5         C CARS (1752)             
 ALMOST HIT 10252              1   1  0   5         BASH BROS DRIVING (1753)  
 DODGE CHARGER 10246           1   1  0   4         C CARS (1752)             

INITIATES                      W   L  K POINTS      TEAM NAME                  
-GWEN NIGHTROSE 10236          1   1  0   4         SHADOWBORN (1751)         
-DUNKEN BLACKROSE 10239        1   1  0   4         SHADOWBORN (1751)         
-ERIC VAN QUNN 10238           1   1  0   4         SHADOWBORN (1751)         
 RAV 4 TOYOTA 10247            0   2  0   2         C CARS (1752)             
-KAT NIGHTWALKER 10237         0   2  0   2         SHADOWBORN (1751)         

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?

                                     PERSONAL ADS

Assur, I am looking forward to hearing the results of those Noblish rookie godlings 
you submitted in the Tempe FTF. May the gods (and the Tempe witches) bless you. -- Joe 
Jalopy

     Witches?  Hrm.... ;)

What! Ford Granada is Duelmaster after only one round of fighting?! Mr. Consortium 
said it was nothing but a big ole clunker in the real world! -- Joe Jalopy

Gwen Nightrose, lucky, lucky me. You have such a pretty name. -- Jeep Cherokee

Kat Nightwalker, I really don't know how I came out of our match with a win. Your 
style is superior to me in matches, and I will be avoiding, you bet. -- Dodge Charger 
(The Consortium's very first owned car was a brand new 1963 Dodge Charger. Yellow with 
bumblebee striping and black accents.)

Slow, one loss and it has to be to YOU! Grrrrr. -- Joe Jalopy

Embezzling Scribe, thanks for propelling me to the top! -- Ford Grenada

Health. Humility. Honor. (The Consortium Motto.) -- Joe Jalopy

Shadowborn, glad to see you here and writing personals. Yes! If there is anything we 
can do to help, just call on us. Both Mr. Assur and I (Joe Jalopy) are here to help 
you learn, improve, and excel. You go, guy. -- Joe Jalopy (Consortium affiliated)

                                  LAST WEEK'S FIGHTS

FORD GRENADA was unbelievably bested by KHALHUMS DWARF in a 1 minute Title fight.
ALMOST HIT was overcome by JEEP CHEROKEE in a 3 minute gruesome novice's match.
KIA SOUL was viciously subdued by TRAFFIC in a popular 1 minute novice's contest.
DODGE CHARGER was outwaited by SPEEDING TICKET in a popular 7 minute beginner's brawl.
RAV 4 TOYOTA was devastated by SUNDAY DRIVER in a 1 minute mismatched match.
SLOW overpowered CONVICTED THIEF in a 1 minute uneven melee.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|WALL OF STEEL                    2         AIMED BLOW         6 -   3 -  0      67  |
|LUNGING ATTACK                   2         STRIKING ATTACK   10 -   6 -  0      63  |
|TOTAL PARRY                      2         WALL OF STEEL     18 -  11 -  1      62  |
|BASHING ATTACK                   2         TOTAL PARRY        8 -   6 -  0      57  |
|AIMED BLOW                       1         PARRY-RIPOSTE      6 -   5 -  0      55  |
|STRIKING ATTACK                  1         LUNGING ATTACK     6 -   5 -  0      55  |
|PARRY-LUNGE                      0         BASHING ATTACK    10 -   9 -  0      53  |
|PARRY-STRIKE                     0         PARRY-STRIKE       3 -   3 -  0      50  |
|PARRY-RIPOSTE                    0         SLASHING ATTACK    3 -   6 -  1      33  |
|SLASHING ATTACK                  0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 523 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         4  WALL OF STEEL  
WALL OF STEEL      2 -  0     PARRY-STRIKE       0 -  0         2  AIMED BLOW     
LUNGING ATTACK     1 -  1     PARRY-RIPOSTE      0 -  0         2  LUNGING ATTACK 
TOTAL PARRY        1 -  1     SLASHING ATTACK    0 -  0         2  TOTAL PARRY    
                              STRIKING ATTACK    0 -  1         1  BASHING ATTACK 
                              BASHING ATTACK     0 -  2     

                               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 DODGE CHARGER 10246.  The most popular warrior this 
turn was DODGE CHARGER 10246.  The ten other most popular fighters were FORD GRENADA 
10244, JEEP CHEROKEE 10248, TRAFFIC 10250, RAV 4 TOYOTA 10247, SUNDAY DRIVER 10253, 
KIA SOUL 10245, SPEEDING TICKET 10254, SLOW 10251, ALMOST HIT 10252, and  0.

The least popular fighter this week was ALMOST HIT 10252.  The other ten least 
popular fighters were SLOW 10251, SPEEDING TICKET 10254, KIA SOUL 10245, SUNDAY 
DRIVER 10253, RAV 4 TOYOTA 10247, TRAFFIC 10250, JEEP CHEROKEE 10248, FORD GRENADA 
10244, DODGE CHARGER 10246, and  0.

                        BLOODGAMES at the WINTER FACE-TO-FACE

Congratulations to the winners of the Winter 2019 Bloodgames!

We held two Bloodgames arenas at the Winter Face to Face:  

  FTF-Style (DM 96):      for Face-to-Face attendees, with turn-by-turn strategies
  Mail-in-Style (DM 97):  for all managers, with one strategy for all ten rounds

Each manager's Bloodgames team had ten warriors, one of each style, all attributes 
according to the manager's desire (84 points total).  After ten rounds of brutal 
battles, the Bloodgames Champions are the living warriors with the greatest number 
of kills (only one of each style in each arena).  These champions have been granted 
immortality and advanced to ADM!  The winners were:

          DM 96
          Slasher:        GEORGE WAHLEN of MEDAL OF HONOR 29 96-6436, 8-2-5 
          Parry-Lunge:    IMA PLUNGER of WIRA TEAM 96-6399, 8-2-5
          Striker:        HOMINY of CORN DOGS 96-6775, 8-2-4

          DM 97
          Wall-of-Steel:  GET MARRIED of GAMBLING 2 97-7204, 8-2-5
          Striker:    	   HIAWATHA of KHOR'S INDIGENOUS 97-7160 10-0-4
          Aimed Blow:     TRIUMPH of CANADIAN CLASSICS 97-7395  6-4-4

Congratulations to the winners! -- RSI

                                 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)