DUEL 2 NEWSLETTER

Date   : 02/14/2020    Duedate: 02/27/2020

NOBLISH ISLAND ARENA

DM 93    TURN 550

This Week's Top Honors

THE DUELMASTER IS

VERMONT
STATELY (1761)
(93-10303) [6-3-0,83]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              VERMONT
                               STATELY (1761)
                               (93-10303) [6-3-0,83]

Popularity Leader              This Week's Favorite

CHAT ROOM                      CHAT ROOM
BASH BROS SPOILERS (1762)      BASH BROS SPOILERS (1762)
(93-10307) [6-3-0,51]          (93-10307) [6-3-0,51]

THE CURRENT TOP TEAM

STATELY (1761)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. STATELY (1761)                23 
2. BASH BROS SPOILERS (1762)     22    DARK TOADS II (725)
                                       Unchartered Team

                                       STATELY (1761)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*STATELY (1761)            32  13  0 71.1   1/ 1*STATELY (1761)            9  6 0
 2- 2*REAPER CLAN (1758)         7   3  1 70.0   2/ 2*BASH BROS SPOILERS (1762) 8  6 0
 3/ 3*BASH BROS SPOILERS (1762) 20  24  1 45.5   3- 3*REAPER CLAN (1758)        3  2 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 Total Parry

In basic, Total Parries win. And win and win. Why, then, are there not a massive 
plethora of TPs? The purpose of this article is to examine the Total Parry from a 
Consortium viewpoint, and to reveal the how's, what's, and why's of the oft downplayed 
Total Parry. 

Let us first talk about some of the facts and the environment surrounding the TP.

     They are very easy to design
     They can optimize the otherwise useless, very low wit and low WT/DF, roll ups.
     They have the best overall w/l records in basic
     They are not really long-term warriors as few-to-none excel in upper ADM.
     They can come across as boring to run.
     The aimed-blow, today's optimal and favored warrior, is their nemesis.

With that in mind what does Total Parry mean to The Consortium? A definition: "A 
warrior who "fights" by parrying attacks, and soaking damage and enduring until the 
opponent is so tired that the attacker falls from exhaustion or the attacker stands in 
exhaustion, unable to swing, while the Total Parry gets in a final, and maybe his 
first, swing/hit for a win." Most managers term this a "scum".

Oh, there are variations of the parrying/soaking/enduring Total Parry. It can be 
designed to be somewhat offensive. But designs that make it "offensive" are most 
likely better fitted, and will win more as wastes (WS) or slashers (SL) or pikers (PS) 
or plungers (PL) or rippers (PR) or lungers (LU) or even other styles. Hence, The 
Consortium recommends that managers waste little effort on any TP version except THE 
SCUM.

What characterizes a Consortium TP Scum? What creates good damage soaking and 
parrying? There are two stats that create neither damage soaking (hit points) nor 
parry skills. They are WT (wit) and SP (speed). A real Total Parry needs neither. 
Another stat, SZ (size) can negatively affect the TPs parrying ability as there are 
parry skill reductions at size 15 17, and 21. (And gains at size 5 and 3.) What stats 
create soaking? CN (con) primarily, and then WL (will). One other thing creates 
soaking. That is armor and the weapon that one decides with which to parry. Hence 
"carry", the ability to wear lots of armor and hold heavy weapons, which is comprised 
of strength (ST) and con (CN), is necessary for protecting the Total Parry as it 
endures.

A yet-to-be designed/base TP starts with more parry skills than any other style, but 
is very weak in attack, initiative, defense and decise. Oh my! What then does this 
make a designed Consortium Total Parry need to look like? (Note: Primary stats are CN 
and WL.) 

     ST -- max it (11+ to assure C carry level, but 13+ for LG (large shield) 
     CN -- max it enough to get tremendous hit points. (Use 3.75CN+1.1SZ+0.4WL=80.26+)
     SZ -- any, preferably not really big (SZ 15+ reduces parry skills)
     WT -- none (just train stats for a long time, before we get to training skills)
     WL -- max it (15+ is best; limited success with 11+. Lots needed to train stats) 
     SP -- none
     DF -- 7+ (There are lots of parry skills in DF, so the higher, the better)

Note: Although WT and SP are "none", neither hurts the TPs ability. They merely take 
points away from the needed ST/CN/WL/DF

Rather than provide an exact design, perhaps offering a variety of actual Consortium 
TP warriors and their results would be more helpful.

Recently graduated. (The Consortium has over 200 graduated Total Parry fighters.)
Note: 14(+3)-21(+2)-12... means 11ST started, trained to 14; 19CN started, trained to 
21, 12SZ start....

     14(+3)-21(+2)-12-9(+1)-18(+2)-13-7(+2)  
          30-18-0 (fave BS)
     17(+3)-20(+2)-5-8-21(+1)-9-11(+1)  
          21-6-0, 1 DM Title, 15-12-0 Tournament, 1 TV (fave ME)
     21(+3)-21(+3)-13-5(+2)-21(+1)-4(+1)-11(+2)  
          20-3-0, 5 DM Title, 14-12 Tournament (fave QS)
     11(+2)-17(+1)-11-11(+1)-21(+2)-10-9(+1)  
          27-8-0, 4 DM Titles (fave EP)
     17(+3)-21(+2)-8-9(+2)-17(+2)-9-13(+1)  
          38-10-1, 3 DM Titles (Yes, had a kill with ME!)  (fave LS)
     17(+3)-21(+3)-11-5(+2)-18(+2)-12-11(+1)  
          31-9-0, 10DM Titles (fave ME)

There are several worthwhile comments about these above six warriors:

The w/l records are amazing, but typical of the 200+ Consortium grads.
TPs can get some interesting favorite weapons, even though way unsuited to them by 
stats.
The higher than desired SPs did not at all harm the warrior's results. 
All have been "burnt". (Lots of stat trains.)
These TPs seldom graduate "on time" (20 fights, 14 wins, 1 adex and 1 expert) as they 
do not acquire enough skills.

Here are current warriors (the base design) running in arenas and doing as well as 
those above.

     14-19-8-5-21-5-12
     21-14-8-6-21-7-7
     19-19-3-3-18-12-10
     21-21-7-4-19-8-4
     12-19-7-9-19-9-9
     16-18-10-4-19-9-8
     13-20-9-8-20-5-9
     17-19-11-3-19-3-12
     15-21-9-7-21-4-7
     16-19-6-9-18-6-10 (This one started life on Noblish Isle DM93)

What would be The Consortium "perfect" design? (One which has not been had, sadly.)

     21-21-3-3-21-3-12

But, perhaps, this one would be preferable -- 19-19-3-3-19-3-18, and have fun burning 
to 21-21-3-5-21-5-21.

While the design is important for a TP scum, so are the operating strategy and the 
weapon and armor selection. Let's start with the armor, as it is the simplest. A scum 
almost always goes out to fight in APA/F. Why? While the heaviest possible, this is 
the optimum sponge, absorbing the most damage from when that opponent hits. There are 
"tweak strategies" where perhaps less armor is employed, but realize that 99% of the 
time a Consortium TP wears APA/F

Weapon selection is an interesting topic for discussion. By and large, the ME or LG 
are the Total Parry's best friend. There are quite a nice selection of weapons 
available and suited to the TP. A scum, usually low-witted, however, tends to use very 
few of them. Using Assur's weapon requirement chart, which he publishes here in DM93 
periodically, the first group of weapons are suited, but TP-limited by wit and 
deftness. (Code: ST/SZ/WT/DF requirements.)

     LO = 11/3/13/11
     QS = 11/9/11/11
     SC = 9/3/11/11
     GS = 15/9/9/11
     EP = 7/3/15/15

Leaving, then, these weapons as the most likely for the scum.

     ME = 9/3/3/5 (most common Consortium TP weapon)
     SM = 5/3/3/5 (seldom Consortium used, as the ME always fits and is better)
     LG = 13/7/3/7 (favored Consortium TP weapon)
     BS = 11/3/9/7 (the best weapon weapon, but sometimes wit limited)
     LS = 11/9/5/9 (works well as a parry weapon, but seldom Consortium used as it is 
          two-handed, hence, no shield)

Off-hand weapons play an important part to the Total Parry winning ways. The 
interesting thing about off-hands is that a manager can place almost any weapon there 
(except two-handed) and there will be no statement commentary indicating unsuited or 
not-quite suited. Hence, any weapon, even unsuited, can be used as off-hand, as long 
as SZ/WT/DF requirements are met. (For example it is not unusual to see a WH as an 
off-hand weapon with the LG primary hand on a Consortium warrior.
In order, here are the typical weapons used by Consortium Total Parry warriors.

     ME/ME  BS/ME  LG/LG  LG/WH  LG/LG  BA/ME  BA/LG  LG/-

Back up weapons are also important to Total Parry warriors as the primary and/or off-
hand are often broken by all the parrying going on. What are good backup weapons? Any 
weapon can parry, but not as well as shields. And the backup weapons do count in the 
weight burden of the warrior, so do not overburden. The most common Consortium backups 
are DA and WH.

Carry and endurance need to be discussed to assure optimizing the TP. There should be 
no need, or desire, to overburden the TP which will negatively impact his endurance. 
Using the CIC information, determine the encumbrance, and armor and weapon your 
warrior accordingly. Since virtually all Consortium scum are going to be designed with 
11 ST min and very high CN, the design will always carry what is considered the 
minimum 27 points.

     BS/ME APA/F one backup DA    or    ME/ME APA/F one backup DA

If the warrior has 13+ ST, often a Consortium TP might look like this: 

     LG/WH APA/F primary backup DA

What is a good strategy? How might The Consortium run these types of warriors? A 
common theory is all one needs to do is use 1-1-1-P. We Consortium managers very 
seldom run 1-1-1. Giving the strategy some OE (offensive effort) and some AL (activity 
level) seems to cause that TP to swing/attack in the most surprising moments and 
sometimes early on. Many battles have been won this way. And, in general, the TP's 
endurance seems unaffected by these numbers. As to "kill desire" (KD), a mod/low 
number (not 1) seems to enhance that early swing. The Consortium does not want to give 
you the idea that this early swinging happens regularly, but that it does happen 
occasionally, Perhaps it is important to point out that average/typical AL/OE 
Favorites (learned at graduation) for the TP are LO/VL.  Next most likely are VL/VL 
and VL/LO. (VL is very low and 1-2, LO is low and 3-4, as opposed to moderate MO 5-6, 
high HI 7-8 and VH very high 9-10.)

This is a typical Consortium TP scum strategy:

     3-2-2-1-3-1-3
     3-2-2-2-1-1-3
     5-5-5-5-8-6-5
     P-P-P-P-n-P-P

Now when an opponent is a known good scum also, the strategy might change to assure 
optimal endurance:

     1-1-1-1-1-1-1
     1-1-1-1-1-1-1
     1-1-1-1-1-5-1
     P-P-P-P-P-P-P

There is more to "good strategy" than the numbers one chooses. To optimize any type of 
warrior, one must use the challenge/avoid. Any TP that fights an AB is likely to lose. 
At the lower levels (meaning DM rather that ADM) a TP loses to the aimer 90-95% of the 
time. A scum TP that fights a lunger wins 60-80% of the time. So if you want wonderful 
w/l rates like those listed above, you must challenge and avoid properly and always. 
(The Consortium often publishes an article on challenge and avoid in DM93. Wait for 
it, or find it, but certainly heed it.) To challenge and avoid properly, you must know 
styles of warriors in your arena. Hence, you must fight and keep records, and/or have 
friends/allies who collect and share styles, or use a common data base like that of 
Terrablood.com.) The most important challenge/avoids for a TP scum are:

     Avoid teams with aimed blows able to challenge or match up with you
     Avoid teams with known hard-hitting (great+ damage) warriors
     Avoid teams with better designed scum that are able to challenge or match you
     Avoid teams with warriors that have beaten you
     Avoid teams with pikers and strikers, especially those who hit harder or have           
          kills on record
     Challenge lungers primarily
     Challenge small or light hitting warriors of any type but AB
     Prior to 10 fights of experience (10FE) challenge all styles but AB (maybe STs, 
          too)

One final item needs to be discussed. The Consortium has recommended that the TP is 
meant to be a scum, and all the previous information points that out. However, were 
one to want to design and run a more offensive TP, this is how The Consortium does it. 
(Out of the 200+ graduate TPs, only 4 are of this type, and they do not fare as well 
as the mighty scum; they all would have made better warriors under another design.) 
The main characteristics of the OTP (Offensive Total Parry) compared to the scum is 
that at least moderate (11+), and preferably high, (15+, preferably 17+) Wit and at 
least 11 deftness are needed. This would mean they would have all or one of these 
stats, ST, CN, WL) reduced from the scum design. Lastly, it means that the final 
design will be much more in line with a very good LU or other better long term warrior 
able to compete in high ADM, like Primus. Here are some typical offensive Total 
Parries.

     11-14-10-17-17-4-11 (wish it had been made a LU or WS or PL or even PS)
     15-12-8-17-21-4-7 (wish it had been made a LU or SL or even BA)
     17-14-3-17-17-5-11 (wish it had been made a LU, especially, or even a PL, PR, SL, 
          BA, WS)
     15-15-9-15-15-4-11 (wish it had been made a WS or LU or BA)

So there you have it. The Total Parry, Consortium-style. You have learned how to 
design, armor, weapon, run, challenge/avoid, and optimize a Total Parry. Prepare 
yourself for lots of wins and some quite long fights. Winning is FUN.

                              -- Statesman  (from The Consortium Portfolio 9-19-2019)

***---------*---------*---------*---------**---------*---------*---------*---------***

                                    Dark Stoicism

The giant sword cut a furrow into the dirt. The night's light reflected from a few 
patches on its slowly rusting blade, which rose out through an upturned mouth. The 
ricasso head stretched past a crossguard of outstretched hands. The stylized fighter 
handle stood on a pommel skull. Two beefy hands grasped the figure's body. The sword 
was massive, like the warrior holding it, called Stoic. The sword was sleek and 
battle-worn, the warrior was bloated and uncertain. Towering though he was, even under 
plates of armor, fat rolls peeked out. One might wonder if the cook decided to go to 
war while the soldiers stayed in the kitchen.

Stoic looked back. His manager, memory, had been there just a moment ago, but the tree 
line had misted over, obscuring the entrance. He shrugged under the weight of the 
armor and looked through his helmet. The moonlight was bright on a clearing in the 
forest. All was deadly quiet, night mist roiling. His sollrets clunking through patchy 
grass occasionally broke the silence. It would be serene, but he could feel eyes 
everywhere and the promise of death. This was not a quiet forest and certainly not the 
boisterous and sandy arena he normally fought in. This was the Dark Arena, final 
resting spot of the failed gladiator. 

                                        * * *

"I can do better. I can! Please!" Stoic pleaded but memory was unmoved. "My decision 
is final. You don't have the desire to live a life of war. You have not grown into the 
gladiator name I gave you." Stoic was on his knees, begging, searching memory's 
unseeing eyes for hope. Memory's mouth tightened as he let out an almost imperceptible 
sigh. He pulled the hood of his tight black cloak over his head, turned, and drifted 
away. 

"Wyvern, please. Surely you can save me?" The trainer put a hand on his shoulder. With 
Stoic on his knees, he and the diminutive trainer were eye to eye. An immortal warrior 
with many years and many deaths behind her, she did not harbor his fear of the 
unknown. "Today's fight is over. Tomorrow we will train for the next." She locked eyes 
with him, passing on some of her inner resolve. "Come," she bade, as she led him from 
the infirmary back to their training hall.

                                        * * * 

A biting pain seared through an exposed flap of skin on his stomach. His mind had 
wandered away from the fight. His opponent, a Dark Arena champion, had entered 
silently. An elf stood before him, two feet shorter, but standing tall and towering 
above Stoic by confidence and bearing if not physical height. He might have been a 
glimmering angel, moonbeams dancing on exquisite silver mail. The elf brought his 
needle-thin sword up, hilt to face, blade skyward, in honorable warrior salute. He was 
sure he had won, and everyone knew it. He had time to honor the walking dead. 

                                        * * * 

Old Wyvern snaked a short spear under his guard, stopping just short of cutting. She 
always used her deadly spear, even in training, such was her skill and control. He had 
a greatsword, blunted for training, but massive. "I can barely move it. How can I 
train or fight if it's too heavy?" He felt a familiar and painful whack from the blunt 
end of Wyvern's spear. "Don't blame the sword. Desire victory and the sword will 
move." She struck again and he moved to the side, not moving the sword so much as 
standing it in the path of the attack. The parry was unorthodox but successful. 
"That'll do. Now strike!"

                                        * * * 

Stoic tried to recall his training as the fight continued. It wasn't working. He was 
bleeding profusely. He fell back on his reserves of strength and willpower. Slash, 
cut, smash... the elf was striking every weak spot in his armor, inflicting damage at 
will. Circle, stab, circle, slash, circle, cut. Stoic had been on the ground twice 
before struggling to his feet, stumbling and throwing up defenses with little success. 
He felt frustrated and clumsy but kept defending. Maybe the attacks were coming more 
slowly...

                                        * * * 

The arena crowd was restless, only moderately attentive to the morning's rookie 
warriors. The sand worked its way between his toes. He was just a boy. His parents did 
not love their son so much as an arena bounty. Stoic was scared and slow and the man 
in front of him wished him harm. And harm he did. Stoic cowered behind his shield, 
without even a weapon. "It's better this way. Rely on your hands. I want to see what 
you can do," memory had said. Stoic was bruised and bleeding. His opponent was more 
tired than injured, exhausted, really. Under a slowly diminishing rain of blows, Stoic 
heard calls from his teammates. "Now strike!" They were yelling frantically. He peered 
over his shield to see his opponent, sweating, breathing heavily, grip loosening on 
his sword. The attacking gladiator overextended above his head, ready to deliver 
another hacking, unopposed blow. Stoic roared upward to his full height, at the same 
time sending his shield through the surprised gladiator's face. Blood spattered, he 
flipped once and landed face down with a thud, sword flying end over end to land ten 
feet away. The crowd gasped for a moment then roared. His team roared. He looked to 
see memory, gazing forward blindly as always, but clearly smiling at him.

                                        * * * 

Back in the night mist, he was tired and hurt. After a long fight, minutes under this 
barrage. It must happen soon. Stoic knew he would die. But he wasn't dead yet. He saw 
the elf circling, waiting for another attack. He saw the moonlight and the trees. He 
felt the watching eyes. He felt memory and old Wyvern and his team. He knew they could 
see. He felt his opponents and all the gladiators in him for this moment. He felt his 
parents, who only saw in him a mouth to feed. He saw the high elf, still glistening, 
now with sweat -- still looking down on Stoic -- looking down not with haughty 
indignation as before, but the desperation of a man trying to chop down a stone tower 
and just realizing his error. Stoic saw not confidence but desperation. For the first 
time, resignation gave way to fury. "Strike Now," he heard in his mind.

The elf leapt forward, blade flashing. Stoic spun to his right, pulling the massive 
blade in his wake. The elf and his blade shot through the spot Stoic had been, then 
turned back in disbelief at the unexpected life in his easy quarry. "Strike Now," 
Stoic thought, as he continued his spin, continued his fury, pulling the blade full 
circle, letting out a roar that called all the judging eyes to witness.

The blade felt warm in his hand. He struggled to catch his breath. The arc of the 
blade had pulled him another half circle away from his opponent. He looked back at the 
elf, ready for the next attack. The elf's body stood, head lying on its shoulder, neck 
detached entirely where the blade had hewn through. The head's eyes were still open, 
judging differently now, askew. Immortal these Dark Arena champions were, and 
immortality makes death an odd thing. Stoic fell to his knees, sobbing. The fight was 
over. And it might never end. 

                                          -- memory

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

I said it all in the personal ads. I did. Yes, I am Duelmaster.  Yes, I am 5-3 and 
already have 15 PPs. Yes, my three losses are to NPCs. (M. Chardinee -- PR, Venomous 
Concubine -- LU, Khalhums Dwarf -- WS.) Yes, I am undefeated against Spoilers. 'Nuf 
said.

                                          -- VERMONT, DMV

                                      SPY REPORT

     Hail and well met warriors of NOBLISH ISLAND!  Know me for who I am, Zontani 
Sharp Eyes, Spymaster extraordinaire of all Alastari.  CHAT ROOM caught the eye of 
many in the gladiatorial commission as he skillfully bested OHIO and was awarded 18 
points in recognition.  In one of the week's more notable duels, CHAT ROOM put down 
OHIO, causing it to lose 11 points of recognition in the process.  Although VENEMOUS 
CONCUBINE made a valiant effort, it did not suffice to topple the reign of victorious 
VERMONT.  Informants "close" to the city champion have told me that he never fights 
without pantyhose on beneath his armor.  Watch out!   
     I have been in deep conclave with my spies who watched all that has recently 
transpired.  Indeed there is much I would report.  My inside sources tell me that the 
team to beat in NOBLISH ISLAND these days is STATELY.  At least, most blades in town 
are looking to avoid them.  If you didn't look down dark alleys you'd have been hard 
pressed to find any of BASH BROS SPOILERS last week.  Busy avoiding STATELY?   
     Is not Death a warrior's foremost adviser?   Warriors, may this counselor stand 
ready at your right hand forever!  Dark alleys may hide both secrets and assassins.  
In the arena there is only the brightness of steel.  Keep vigil always!   
     A thought before I go.  Each warrior practices one style, but must not the wise 
manager learn the secrets of them all?  Sadly warriors, now longer can I keep thy 
company nor savor the ale of thy fine city.  Depart I must and soon!  Till we meet 
again, remember:  a turtle walks slow, hides head in a shell, and harms no one; a 
lion runs to slay its prey.-- Zontani Sharp Eyes  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 VERMONT 10303                 6   3  0  83         STATELY (1761)            

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
 ALASKA 10305                  8   1  0  63         STATELY (1761)            

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 CHAT ROOM 10307               6   3  0  51         BASH BROS SPOILERS (1762) 
 OHIO 10302                    7   2  0  36         STATELY (1761)            

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 SERMON 10309                  4   5  0  33         BASH BROS SPOILERS (1762) 
 AFTERASKINGFORNONE 10310      4   5  0  32         BASH BROS SPOILERS (1762) 
 TIME ZONE 10306               3   5  0  31         BASH BROS SPOILERS (1762) 
 MISSOURI 10301                6   3  0  29         STATELY (1761)            
-CAR MA 10285                  2   0  0  26         REAPER CLAN (1758)        

INITIATES                      W   L  K POINTS      TEAM NAME                  
 NEWS 10308                    3   6  1  23         BASH BROS SPOILERS (1762) 
-DEZ TINY 10284                2   0  0  23         REAPER CLAN (1758)        
 NEVADA 10304                  5   4  0  19         STATELY (1761)            
-PHATE 10286                   1   1  0  13         REAPER CLAN (1758)        
-RAY G 10287                   1   1  1   5         REAPER CLAN (1758)        

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

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

                                     PERSONAL ADS

Oops, Assur; perhaps I miscalculated? I'll give you that 2-2 win anyway. You need it. 
-- A real Statesman.

I must be newsworthy! Am I the only Duelmaster in history to lose to three NPCs? 
(Three out of four title matches.) -- Vermont
P.S. Vermont 3-0 vs Spoilers, but 2-3 vs NPCs. (What does that tell you?) A 2-1 win 
for the Spoilers?! What is this world coming to? And one a challenge? My goodness, Mr. 
Assur! Kudos. Statesman

Only two more rounds in this phase. What, then, wilt thou doest with thine godlings, 
Sir Assur? -- The Lowly Statesman

Where are our newbies? Where have all the flowers gone? -- Statesman

You are so right, for a change, Private Bash Her; so right. Den and Disappointment do 
belong together. They are such an "out there" team. -- Big Lake Radical Boss

Blood Red Moon of Death Penalty, thanks for being there. You were kind of easy. I like 
easy. Should I challenge? -- Saginaw, Big Lake Radicals

Gerelin Lostfire (Sounds like an A.A. name, eh?) a Dark Arena plunger bitt he dust 
quickly. It was fun playing like he was some kind of Podunk from Minnesota. Eh? -- 
Lord Protector Milwaukee, Big Lake Radicals

Joke of the week.....
What's the difference between an AA Leader and a carp?  One is a bottom-feeding scum-
sucker, and one is a fish. -- From the Big Lake Radical ancient joke book

                                  LAST WEEK'S FIGHTS

VERMONT devastated VENEMOUS CONCUBINE in a 1 minute mismatched Title fight.
ALASKA vanquished AFTERASKINGFORNONE in a exciting 1 minute uneven battle.
OHIO was savagely defeated by CHAT ROOM in a crowd pleasing 6 minute bloody duel.
TIME ZONE was defeated by THE USEROUS MERCHANT in a exciting 3 minute fight.
NEWS was unbelievably bested by MISSOURI in a action packed 3 minute gory brawl.
NEVADA was devastated by SERMON in a crowd pleasing 1 minute gory mismatched match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  3         STRIKING ATTACK   24 -   9 -  0      73  |
|BASHING ATTACK                   3         TOTAL PARRY       13 -   6 -  0      68  |
|TOTAL PARRY                      2         PARRY-RIPOSTE      1 -   1 -  0      50  |
|LUNGING ATTACK                   1         BASHING ATTACK    18 -  18 -  2      50  |
|WALL OF STEEL                    1         WALL OF STEEL      5 -   7 -  0      42  |
|AIMED BLOW                       0         LUNGING ATTACK     5 -   7 -  1      42  |
|PARRY-LUNGE                      0         PARRY-LUNGE        1 -   2 -  0      33  |
|PARRY-STRIKE                     0         SLASHING ATTACK    1 -   2 -  0      33  |
|PARRY-RIPOSTE                    0         PARRY-STRIKE       0 -   0 -  0       0  |
|SLASHING ATTACK                  0         AIMED BLOW         0 -   0 -  0       0  |

Turn 550 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  VERMONT 10303               6   3  0   83 STATELY (1761)
TOTAL PARRY      OHIO 10302                  7   2  0   36 STATELY (1761)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is CHAT ROOM 10307.  The most popular warrior this turn 
was CHAT ROOM 10307.  The ten other most popular fighters were TIME ZONE 10306, NEWS 
10308, VERMONT 10303, ALASKA 10305, SERMON 10309, AFTERASKINGFORNONE 10310, OHIO 
10302, MISSOURI 10301, NEVADA 10304, and  0.

The least popular fighter this week was NEVADA 10304.  The other ten least popular 
fighters were MISSOURI 10301, OHIO 10302, AFTERASKINGFORNONE 10310, SERMON 10309, 
ALASKA 10305, VERMONT 10303, NEWS 10308, TIME ZONE 10306, CHAT ROOM 10307, and  0.