DUEL 2 NEWSLETTER
Date : 09/11/2020 Duedate: 09/24/2020
NOBLISH ISLAND ARENA
DM 93 TURN 565
This Week's Top Honors
THE DUELMASTER IS
GREGORY GOYLE
HOGWART'S STUDENTS (1794)
(93-10486) [5-1-0,47]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY GREGORY GOYLE
HOGWART'S STUDENTS (1794)
(93-10486) [5-1-0,47]
Popularity Leader This Week's Favorite
ANT MAN NEVILLE LONGBOTTOM
THE HAIRY BUNCH (1789) HOGWART'S STUDENTS (1794)
(93-10456) [6-2-1,39] (93-10498) [3-2-1,19]
THE CURRENT TOP TEAM
D2 NAMES TO KNOW (1795)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. PRAE DELORE SINCERAM (1800) 45
2. THE CONDEMNED (1798) 35 IRON DRAGON (495)
3. HOGWART'S STUDENTS (1794) 31 Unchartered Team
4. CHAOS II (1796) 29
5. BB SOCIAL DISTANCE (1797) 15 HOGWART'S STUDENTS (1794)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 2*HOGWART'S STUDENTS (1794) 19 11 2 63.3 1/ 1*D2 NAMES TO KNOW (1795) 9 6 0
2/ 4*THE CONDEMNED (1798) 12 8 1 60.0 2/ 5*THE HAIRY BUNCH (1789) 8 7 1
3/ 1*D2 NAMES TO KNOW (1795) 12 8 0 60.0 3/ 2*HOGWART'S STUDENTS (1794) 8 7 1
4/ 0*PRAE DELORE SINCER (1800) 3 2 0 60.0 4/ 3*THE CONDEMNED (1798) 8 7 1
5/ 7*CHAOS II (1796) 7 8 0 46.7 5/ 4*BB SOCIAL DISTANCE (1797) 7 8 0
6/ 3*THE HAIRY BUNCH (1789) 18 21 1 46.2 6/ 7*CHAOS II (1796) 5 5 0
7/ 5*BB SOCIAL DISTANCE (1797) 8 12 0 40.0 7/ 6*BRAVO SIX (1799) 4 11 0
8/ 6*BRAVO SIX (1799) 7 13 0 35.0 8/ 0*PRAE DELORE SINCER (1800) 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
D2 -- THE SCOPE. (SIMPLY PUT)
D2, the play-by-mail (not play-by-computer, nor play-through-internet) game of
Duelmasters, is just plain fun. It is so good that there have been three published
books written about it! It must be great, then! Do you want to have the fun and
pleasures that hundreds of other managers before you have experienced? Can't blame
you! I, personally, have been enjoying Duelmasters-to-D2 for over 30 years. Perhaps
this article will assist or simplify your introduction to this game and speed up your
enjoyment process. It goes something like this..........
ACQUIRE A D2 ROLL UP team sheet from RSI. (Reality Simulations Inc., P.O. Box 22400,
Tempe AZ 85285/2400, ph. 4809677979) The first sheet/team is free. Subsequent five-
warrior teams cost $5. Later, after your introductory 10 turns in the Noblish Island
(DM93) arena, you can transfer your starting team to another arena, or you may find
you want to start up a new team/s in other arenas, or both. Actually, you can start
new teams any time, even while going through your learning process in DM93; but you
may want to "learn the ropes" first.
FILL OUT THE ROLL UPS and send the sheet to RSI. Other than the normal personal
information, the most important things to decide are: Team name, Manager Name, and 5
individual warrior designs. Let's discuss each of those briefly. Team name and manager
name can be anything you like that fits you. (RSI will edit inappropriate naming.)
They can be gladiator driven, silly ideas, great play on words, or whatever. The
warrior names can be closely tied to the team name, or not. My very first team was:
Bulldogs, manager Kennelworth, and names like: Tiger Lily, Sir Smythe, Wild Wayne, and
Flash, etc. A team I admire in the game is Azure Clouds, manager Slugbait, warrior
names like: Black Bile, Violent Orange, Blue Note ......
We could spend hours and hours on warrior designs, (Where to place the 14 points on
the fixed 70 points and what style to choose?) and there are many articles available
examining design, so I will offer only a few basic comments:
* Offensive styles are easier to learn for a newbie. (Or anyone, for that matter)
* Gender does not matter at all in the fight process.
* Generally, fast & quick or brawny & strong rule the day. I said generally.
* WT and WL are the most important stats.
* There are reasons to design to odd numbers. (Exclude CN from that statement.)
Read newsletters and other RSI info, especially DM93 newsletters, for design reviews.
You have received your 5 warrior profiles back from RSI. Time to fill out DUEL II
STRATEGY FORMS and send them in to RSI. "Goodness!" you say; "I wish I had a lot more
information about weapons and strategies and what the warrior profile means, and...."
Here are a list of places and methods for getting additional info:
* "Phone a friend". Diplo, e mail, call, write, beg from other players, especially
experienced players in the game.
* "Put on your newbie outfit." Ask RSI, or better yet, diplo the teachers/coaches in
Noblish Island (DM93), the "starter's arena" and ask for information provided there.
If you are already in Noblish Island, ask RSI to make sure you get the free CIC or
"fact sheets".
* "Go electronic." The best information in the game is available at reality.com/dm, or
terrablood.com, or even try chatzy.com as DMers chat there from appx 9AM to 2AM EST.
and they seem to welcome inexperienced questions.
So back to the strategy sheets. One for each warrior you plan to fight. Write legibly!
You would be very disappointed to have a code inputted improperly because your
scribbles were not so discernible. The basic stuff like warrior name and ID, or game #
and account # don't need discussion. But weapon selection, strategy, armor and
challenging do.
Weapon choice is your chance to select a best weapon against the opponent's probable
armor. Bigger weapons are probably needed against heavy armor. Some weapons do
especially well against certain armor types. (Hmmm; that information mentioned earlier
would help.) The most common weapon arrangements are a single primary weapon and a
small backup primary for offensive types, and a primary/secondary (secondary could be
a shield) and zero to two backups for defensives/finesse warriors. That, of course,
begs the question of which styles are offensive? Generally, basher (BA), lunger (LU),
slasher (SL), and striker (ST) are offensive. Generally, parry-lunger (PL), parry-
riposte (PR), parry-strikers (PS), and total parry (TP) are defensive. Wall of steel
(WS) and aimed blow (AB) are generally finesse warriors. But, really, anything goes,
as you will find defensive bashers and offensive total parries and other mutants in
this fun game.
Strategy is more difficult to decide. Offensives usually start "hot and heavy" and
then slow down, as they will wear down/tire due to weight being carried and a high
activity level Defensives tend to run moderately, but current arena defensive warriors
can be found fighting anywhere from "hot and heavy" to very slow. The desperation
strategy is important, because if your warrior is nearing defeat or exhaustion, you
may want to do something different in a last-ditch effort to pull out the win.
Armor is really a matter of preference, but like every other choice in the game, there
are trade-offs. Heavy armor, while providing more protection, can slow down and wear
down warriors. Naked or light armor may be less restricting and faster but offers
little protection. It is easy to think, "I need lots of armor.", but over encumbering
a warrior greatly impacts (diminishes) his fighting ability.
Training is simple. The most common training is "skills", but stats can be and are
trained also. In general the amount of skills learned is based on your WT (the higher
the better), but it is also impacted by the knowledge of the warriors you fight. (And
other things) Stat training is very highly dependent on WL, as the odds of getting a
first stat train of a stat type are 5% times the WL. (E.g. a WL of 15 = 5%x15 or 75%
chance.) There can be a luck roll impact also in almost everything that occurs in Duel
2. Attempting to get a 2nd stat raise in a certain stat is halved. (E.g. a WL of 15 =
5%x15x 0.5 = 37.5%)
Challenging and avoiding are very strategic components of the game. There are quite a
few managers who do not challenge or avoid or both. You can use that to your best
advantage. Challenge warriors (the warrior ID number) and avoid teams. (The team ID
number.) Several points about challenging/avoiding):
1. Challenging and avoiding do not work until after the warrior has fought his/her
first fight in the arena and is listed in the newsletter.
2. Challenge warriors or styles you think you can beat, or who will teach you well, or
to attempt to advance in the rankings.
3. Avoid those teams who have warriors that can probably beat you, or who are likely
to challenge you.
4. Remember: challenge warrior ID numbers (not names) and avoid team numbers (not
names)
5. Some arenas, usually Andorian, frown on down-challenging. (Usually defined as
challenging someone with fewer recognition points that oneself.) Beware of the
arena environment, history, and politics.
You have the option to use an alternate "special strategy" either (or both) when you
challenge someone, or when someone challenges you. You can use this alternate to
prepare a specific strategy for that challenge you just made, or surprising an
opponent who will likely challenge or blood feud you. To use these alternatives, "x"
the proper box or boxes and fill out the strategy info on the back of the strategy
form. This alternative strategy will not be used unless the conditions you selected
occur.
That was easy, wasn't it!? After sending in your strategy sheets, (in plenty of time
for the due date -- or last minute via fax; no internet submitting allowed) the
computer utilizes everyone's' inputs and the fights proceed. A few days after the
arena run date, the actual fights and arena newsletter will arrive in your mailbox.
Before submitting the new warrior strategies for the next round of fights, there is
much a manager can/should examine and review. Here are generic things that this old-
time manager evaluates:
1. Have I collected/recorded all the information I want from the fight so I can access
it quickly? (The Noblish Consortium manager and his Consortium cronies record this
for every fight: opponent's name, stable, arena and ID number, size, handedness,
record, style, armor, and weapons plus his warrior's train results, armor, weapons,
swing info (criticals/swings/extra value hits), W or L, how many minutes,
recognition points, and political point status- if any. Also recorded are who, if
anyone challenged. This is manually recorded on a sheet with my warrior's name, ID,
and size, handedness, plus style.
2. Did each warrior fight as I expected from the strategy? Do I need to adjust or
change any strategies?
3. Did any warrior act over encumbered or tire faster than I thought? Do I need to
adjust strategies, armor, or weapons?
4. Did each warrior fight well with the weapon? (e.g. hit when he swung and had
critical hits, which are strongly stated weapon hit statements compared to the
norm) Do I need to change weapon selections?
5. Did another warrior out jump me when I did not expect it? Do I need to adjust
strategies or weapons?
6. Did the warriors learn what I expected and learn well? (e.g. earn lots of skills)
If not, what can I do about it? (Switch to learning stats/skills? Challenge a very
experienced warrior?)
7. Do I know anything about the arena warriors that I can challenge? (Have I and my
friends accumulated style and other information on opponents?) Should I challenge
or take the luck of the draw? (Remember: challenge warrior #'s.)
8. Likewise, is there someone within range I just do not want to fight? (A warrior
that has beaten me before? A warrior with lots more experience than me? A team that
has my number? Should I avoid the team with that warrior? (Remember: avoid team
#'s)
9. Have I written some personal ads or a spotlight to add to the enjoyment of the
arena?
Then it is time to turn in those strategy sheets again!
Duel 2 is a game of gladiators, comprised of knowledge, strategy, and a little luck.
Above all, it is fun. See you on the sands!
-- Namedropper of D2 Names To Know,
Consortium Affiliated (9-2-2020)
***---------*---------*---------*---------**---------*---------*---------*---------***
Having Fun with Extremes
One thing to remember is that first and foremost, Duelmasters is a game. So
maximizing your enjoyment of that game should clearly be a priority. For myself (and
many others), extremes are often much more fun than something that I already know what
happens with. Such is the case with my replacement this last turn. 16-6-13-10-3-13-9.
If you were trying to optimize this guy for wins, you'd immediately start
designing it as a pure offensive (high speed, low con, medium-high size) Adding points
to the critical things you want as an offensive yields: 17-6-13-11-9-13-11 with 4
discretionary points (which typically would go in some fashion to STR, WIT, DFT, or
maybe SPD). Adding all four to strength gives a nice physically solid offensive with
average attack that is on the slow side and only 11-9 wit-will. Adding to wit gives a
reasonable 15-9 wit-will (nothing exciting), but poor endurance and still on the slow
side. Regardless of what you do, this warrior is not going to knock anyone's socks
off. (and likely not going to do much better that 50%)
What if you go 'extreme?' What can you do. Well for starters, you can leave the
will at 3. That is most definitely NOT recommended. Will is the one stat that you
never really want below 7. I've had a successful 5 starting will, but he was an
exception. But it certainly puts him on the extreme side! 11 wit & dft are huge
breakpoints. With the will so low, I'm definitely going with 21 str (another extreme)
to give more damage and endurance so he can end fights (in theory) quicker. I'm at
21-6-13-11-3-13-11 with 6 points left. I'll be making him a striker because of the
spd/con combo with the low endurance. He's currently dreadfully slow with sub-standard
attack. I can only fix one of those two things. Because this is DM 93 and I only
will run this guy for the duration of this team's time here, I don't care much about
learning skills, so speed it is for 3 more decise skills. The last point I put on con
for a touch more endurance.
The final warrior: 21-7-13-11-3-18-11 ST
He is pretty terrible with 4 attack, 8 init, and 9 decise starting. His expected
endurance is very little and expected damage is great. He might lose all 7 fights I
have left here. Even more likely is that he'll die miserably (which would then give
the opportunity for a bloodfeud). But I'll have fun reading his fights and it gives me
another opportunity to play with a 3 will warrior.
Sometimes, the most fun you can have with a warrior is to do something
ridiculous. Of course, Dark Arena is ALWAYS another option.
-- Assurnasirbanipal
DUELMASTER'S COLUMN
Notes from the arena champ.
Hello everyone on Noblish Island. If the Students are not around to fight this
turn, it is because they have detention. Are people buying that? No, OK, I will tell
you the truth. The turn was sitting around for a while, and I was late getting to my
strategies, so I probably missed this turn. If they are here, well, you can forget
about everything I said.
From Agent R,
The current Headmaster at Hogwart's
SPY REPORT
It is I, Novgorodny Vir, Spymaster of Spymasters. Look on my work, ye mighty,
and despair! Nothing works for a team like victory (How's that for a perceptive
observation?) as THE HAIRY BUNCH can attest... Say what you will about blind luck
and dirty fighting, but THE CONDEMNED will tell you 12-8-1 is nothing to laugh at...
Practice pays for ERIC, who pummelled CODY, to pocket 18 points. Win some, lose
some. Speaking of which, 6 FEET was winsome, after beating B BETTY and seeing her
lose 11 points. Our Duelmaster has lost, folks, lost to VETERAN MERCENARY, BUT
GREGORY GOYLE is still the Duelmaster because he has the most recognition points!
Word has it one team in NOBLISH ISLAND is taking speech lessons to try to bore their
opponent to death. I'll bet it works.
So much to report, so little time! Like a horde of jackals fleeing from the
lion, so did the "warriors" in NOBLISH ISLAND avoid D2 NAMES TO KNOW. Like a pup
with its tail between its legs, THE HAIRY BUNCH scurried away from D2 NAMES TO KNOW.
Oh, the shame! Is it charming personality? Conversational abilities? Good oral
hygiene? Whatever it is, MASKS is the most challenged warrior. Mismatched by 8
points, MASKS was defeated by BAIT. Is this really worth noting? I thought BAIT
showed great skill and promise when he overcame MASKS. All right, so I slept through
it! Big deal!
Like the wind whispering among the pines, do hearest I many disquieting rumors.
Questions are being raised about the disposing of severed body parts in the arena. A
certain tavern in NOBLISH ISLAND would I avoid!
Leave me now, you base fools! As if buffeted by forces of nature beyond my
control, I must take my leave of this place. Do not despair! I shall return!--
Novgorodny Vir
DUELMASTER W L K POINTS TEAM NAME
GREGORY GOYLE 10486 5 1 0 47 HOGWART'S STUDENTS (1794)
ADEPTS W L K POINTS TEAM NAME
HARRY POTTER 10483 5 1 0 46 HOGWART'S STUDENTS (1794)
6 FEET 10504 3 1 0 43 BB SOCIAL DISTANCE (1797)
ANT MAN 10456 6 2 1 39 THE HAIRY BUNCH (1789)
CHALLENGER INITIATES W L K POINTS TEAM NAME
AMITHIUS 10502 3 0 0 31 CHAOS II (1796)
EZWIND 10501 2 1 0 30 CHAOS II (1796)
HOWLIN WOLF 10497 3 1 0 28 D2 NAMES TO KNOW (1795)
VINCENT CRABBE 10482 3 3 0 27 HOGWART'S STUDENTS (1794)
INITIATES W L K POINTS TEAM NAME
B BETTY 10453 4 4 0 23 THE HAIRY BUNCH (1789)
DOMINIXX 10511 3 1 0 23 THE CONDEMNED (1798)
WOLF 10517 3 1 0 22 BRAVO SIX (1799)
HERMIONE GRANGER 10484 3 3 1 21 HOGWART'S STUDENTS (1794)
BAIT 10520 2 0 0 21 THE CONDEMNED (1798)
NEVILLE LONGBOTTOM 10498 3 2 1 19 HOGWART'S STUDENTS (1794)
MANNEQUIN 10519 2 0 0 19 D2 NAMES TO KNOW (1795)
DOC STEELE 10495 2 2 0 18 D2 NAMES TO KNOW (1795)
ERIC 10521 1 0 0 18 PRAE DELORE SINCERA (1800)
TIN MAN 10489 3 2 0 15 THE HAIRY BUNCH (1789)
SWALE 10509 2 2 0 15 THE CONDEMNED (1798)
CUTIE PIE 10490 2 3 0 15 THE HAIRY BUNCH (1789)
MAZIKEEN 10525 1 0 0 15 PRAE DELORE SINCERA (1800)
HONED 10510 3 1 1 13 THE CONDEMNED (1798)
BADGER 10512 1 3 0 10 THE CONDEMNED (1798)
SONYA 10531 1 0 0 10 CHAOS II (1796)
THE BLIGHT 10522 1 0 0 10 PRAE DELORE SINCERA (1800)
TMM 10493 2 2 0 8 D2 NAMES TO KNOW (1795)
CODY 10516 2 2 0 8 BRAVO SIX (1799)
TDO 10496 2 2 0 8 D2 NAMES TO KNOW (1795)
REX 10515 2 2 0 8 BRAVO SIX (1799)
COLOSSO 10499 0 3 0 7 CHAOS II (1796)
CLOSED SPACES 10508 1 3 0 6 BB SOCIAL DISTANCE (1797)
HUGS 10505 1 3 0 6 BB SOCIAL DISTANCE (1797)
MASKS 10506 1 3 0 6 BB SOCIAL DISTANCE (1797)
INITIATES W L K POINTS TEAM NAME
TEMPEST 10500 1 2 0 5 CHAOS II (1796)
MORNING STAR 10524 0 1 0 1 PRAE DELORE SINCERA (1800)
PYKE 10523 0 1 0 1 PRAE DELORE SINCERA (1800)
MIDDLE OF PATH 10532 0 1 0 1 BB SOCIAL DISTANCE (1797)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
SHAKE HANDS 10507 2 1 0 BB SOCIAL DISTA 1797 HERMIONE GRANGE 10484 564
FOX 10514 0 4 0 BRAVO SIX 1799 MASTER SEN GANAM 565 NONE
PRICE 10518 0 4 0 BRAVO SIX 1799 WURM KIN 565 NONE
TUM 10494 1 1 0 D2 NAMES TO KNO 1795 HONED 10510 563 REVENGED
DR JEKYL 10476 3 2 0 MACABRE MARAUDE 1788 NEVILLE LONGBOT 10498 561 NOT REVENGED
MIGRAINE 10513 1 1 0 THE CONDEMNED 1798 ANT MAN 10456 563
FISHY 10457 2 5 0 THE HAIRY BUNCH 1789 DARK CHAMPION 565 NONE
PERSONAL ADS
Well, well, Gregory Goyle. Duelmaster. We D2 Names To Know fellas salute you and your
manager, Agent R. Kudos. -- Namedropper
P.S. Did you know young Goyle's father was a Death-Eater?
Wolf, you are not good enough without the howls. -- Howlin Wolf
Tempest, thanks for being my first! -- Mannequin
Colosso, once again you get to see why I am best. -- TDO
Honed, you'd better work on that honing if you expect to keep up with the man of
steele. -- Doc Steele
Swale, that was just swell! -- TMM
Agent R, indeed, the-one-you-mentioned is one of the most important D2 names to know.
The Consortium demanded that I not utilize the names of his closest friends in the
initial team naming. However were you, or anyone else to kill one of the my current
warriors, you would find the famous manager name of "Agent G" (alias) arising on
Noblish. So get busy! -- Namedropper
Health. Humility. Honor. -- Namedropper (dropping the Consortium motto)
D2 -- Heh, you didn't need to bloodfeud to get revenge for TUM! -- The Condemned
Ezwind -- Are you sure it's not Ezwin? ;-)
TMM -- Your new nickname is Shamwow because you are super absorbent! Well fought. I'll
get you next time! -- Swale
HUGS -- You've got to be careful when you try to hug a porcupine! -- Cody
Howlin Wolf -- You certainly proved to be big and bad (in a bad way for me) ! -- Your
canine buddy Wolf
LIKESOMANYOTHERS -- Tasty! Feed me more Chaos!! -- High Elf
Hogwart's -- Voldemort is coming!!!
6 Feet -- I should have stayed 6 feet away from you -- Neville Longbottom
Amithius -- I thought I was supposed to go into a long fight. -- Vincent Crabbe
The Ghost of Shake Hands -- Did you really want to shake hands with my shortsword --
Hermione Granger
Cutie Pie -- I think you don't understand what it means when you say "I will not give
in." -- Harry Potter
All -- Why is nobody fighting me. 2 turns in a row and both opponents are RSI stock
fighters. -- Gregory Goyle
***---------*---------*---------*---------**---------*---------*---------*---------***
TURF WAR XII -- TW12 (Rev 8-8-20)
(Start turn after FTF or Mailer JAN 2021)
Bring acclaim and glory to the North Fork (DM47)
TURF WARS is a team event and unlike all other events in D2, involves "certs."
Anyone may participate; known alliances, new alliances, thrown-together alliances, or
temporary alliances created solely to compete in the Turf War! To participate, each
alliance or participant must:
1. Announce an Alliance Name, Captain, and Assistant of the alliance in the North
Fork (DM 47) newsletter or on the RSI site.
2. Determine and submit either 1 or 2 or 3 certificates per participant. Amounts can
be different per alliance participant. (See Scoring section for more details.)
3. Each participating team must run in DM47 on one of the three turns prior to the
start of TW12 so that the team shows in the last newsletter prior to the 1st TW12
turn.
At the end of the game, Captains are responsible for distributing any winning
certificates to the team participants.
No alliance scores can be tabulated until the chosen amount of RSI Gift Certificates
are received, the teams are listed in the newsletter, and participant indication and
captain confirmation are posted in the North Fork newsletter.
All entry certs should be sent to Oz or The Consortium via RSI.
Only one (1) team per player/manager may compete in the Turf Wars, and only one team
per player/manager may compete in North Fork DM47 during the Turf War. No arena
multiple teams or aliases will be allowed. Violations will result in immediate manager
disqualification (including team point adjustments) from the Turf War (so be sure to
take any multiple teams OFF of Team Maintenance and be certain not to run any other
team warriors). NOTE: Since alliances require two teams, this would mean the remaining
alliance member cannot score in the TW.
Any Turf War team must show/be posted/listed in the DM47 Newsletter just prior to
their actual scoring/participation. (E.g. New teams, transfers, current teams must
show up in the newsletter prior to the beginning of participation, allowing opponent
knowledge and challenging/avoiding.) Manager/teams may not participate/score in the
Turf War the same turn they are first posted in the newsletter. (So get your team in
the newsletter early.) Teams do not have to run that turn prior to TW12-T1, but will
have had to run shortly before to allow their warriors to be visible in the newsletter
just prior to TW12-T1.
Scoring will NOT be retroactive for teams/alliances that do not properly declare or
get captain confirmation or fail to send a Gift Certificate by Turn 1. In other
words, if your Gift Certificate is not received until Turn 3 of the Turf War, and you
have fought on Turns 1 and 2, your score will not begin until Turn 3. All conditions
must be met before scoring will begin: declaration, confirmation, NL listing, and Gift
Certificate received.
No declarations or confirmations will be accepted after Turn 2 of the Turf War. For
purposes of scoring, the moderators will score the Turf War and settle any and all
disputes as they arise. Their decisions will be final. (Note: the intent is to have a
very thorough set of rules so that few decisions, if any, are required from the
moderators.)
No warrior may be substituted without the proper use of the DA or arena death or death
in a tournament or graduation. There must be a maximum of five only on a team at any
point and time. (The penalty for such substitution is -25 points.)
SCORING will be as follows: Only three things affect scoring. Number of initial certs
submitted, wins, fighting all five warriors, and the round modifier. (Later rounds
have higher modifiers.)
NUMBER OF CERTS SUBMITTED
1. Alliances will start the competition with the amount of points based on the amount
of certs submitted.
Two certs (1 each, the minimum required) = 0 points.
Three certs total = 3 points for the alliance
Four certs total = 6 points for the alliance
Five certs total = 10 for the alliance
Six certs (the max) total = 15 for the alliances
2. After the sixth and after the eleventh round those same amount of turn starting
points are awarded to each alliance.
3. Hence, alliances may earn up to 45 points through the event via certs. (Note: cert
points are not impacted by the Round Modifier.)
NUMBER OF WINS
1. Each teammate win per round is worth 3 base points. (e.g. 1 win = 3 points, 5 wins
= 15 points)
FIGHT ALL FIVE WARRIORS
1. Each turn there is a +3 base point bonus for each teammate fighting all five
warriors
2. Each turn there is a -3 base point penalty for each teammate not fighting all five
warriors.
ROUND MODIFIER
1. The first 6 rounds of TW12 are scored at 1x base points. (Base points includes win
scoring, and any all-5 bonus/penalty, but not any cert scoring)
2. The 7th through 11th rounds are scored at 2x base points.
3. For the final and 12th round, base point scoring is at x3.
Special Considerations:
1. There will be NO alliance or team changes once the contest has begun. If you begin
the Turf War with Alliance X, you must end the Turf War with Alliance X. If you
begin the Turf War with Team X, you must end the Turf War with Team X.
2. Each alliance is comprised of two and only two managers.
3. The Dark Arena may be used without penalty. (Limit twice per warrior.)
4, If at any time, the Moderators determine that any non-TW team in the arena is
aiding and/or abetting any TW alliance or team, the affected points won by the
gifted team/alliance will be disallowed and the aiding non-TW team will be asked to
desist from play in the arena until after the Turf War concludes.
PRIZES
Certs: The winning alliance gets 70% of the pooled certs. Second place alliance gets
20%, and third place gets 10%.
It is the responsibility of the Captain of the winning alliance to distribute Gift
Certificates to his alliance. Moderators will mail them shortly after the final round.
Moderators will submit a list of each manager winner to RSI at the completion of the
contest for the RSI awarded prizes, to then be claimed by the manager from RSI
Customer Service within 6 months.
RSI awards: (all must be applied to DM47 warriors, cannot create out-of-bounds
warrior, and one max prize applied to any warrior ? all within 6 months)(one max prize
means that if you win two prizes they cannot be applied to the same warrior.)
1. Winning alliance captain may choose three (each manager/team receives same prize as
chosen by captain):
* Limited Damage Bump (bump one level damage) (warrior must have fought in the TW)
* Stat replace (remove 2 SZ, replace 2 to any one other stat) (warrior must have
fought in the TW)
* Choice Replacement (Receive 5 replacements, choose 1, delete 4)
* Replacement stat swap (Replace/flip any 2 stats on one new replacement)(may not
use in combination with Choice Replacement.)
* Favorite weapon knowledge (warrior must have fought in the TW)
2. 2nd place alliance captain may choose two (each manager/team receives same prize
as chosen by captain)
* Favorite weapon knowledge (warrior must have fought in the TW)
* Favorite rhythm knowledge (warrior must have participated in TW)
* Free stat raise of choice except size (may not create out-of-bounds warrior)
3. 3rd place alliance captain may choose one (each manager/team receives same prize as
chosen by captain)
* Favorite weapon knowledge (warrior must have fought in the TW)
* Favorite rhythm knowledge (warrior must have participated in TW)
* Free stat raise of choice except size (may not create out-of-bounds warrior)
Participation Award: All teams who fight in all rounds and 54 min fights (of 60)
* Two +1 skill pots (added to warrior base; cannot create out of bound warrior)
These RSI awards will be listed by the Moderators within two weeks of round twelve for
individual claiming from RSI within 4 turns of the end of TWXII. The certs will be
mailed to the winning alliance by the Moderators within two weeks of the end of the
TW.
Moderators: The Moderators for this event will be Oz, Master Darque, and Assur. (The
TWX Triumvirate) They will arbitrate all dealings during the course of the contest.
Their decisions will be final. All questions, comments, and scoring disputes may be
directed to Land of Oz or Darque Forces or Bash Bros Park via diplo in DM 47.
Managers with internet access may send a private message to [The Consortium] or
[Darque] or [Assur] on the Duel2 Forums. Lastly, you may also email questions,
comments, and scoring disputes to rebelnerfherder@yahoo.com or wfms101@aol.com or or
mikey.alexander@hisstrengthandwork.com
LAST WEEK'S FIGHTS
FISHY was dealt death by DARK CHAMPION in a 1 minute Dark Arena fight.
PRICE was butchered by WURM KIN in a 1 minute brutal Dark Arena duel.
FOX was easily killed by MASTER SEN GANAMIR in a 1 minute Dark Arena match.
HERMIONE GRANGER was defeated by AMITHIUS in a 1 minute Challenge duel.
VINCENT CRABBE unbelievably bested DOC STEELE in a 6 minute Challenge contest.
CUTIE PIE defeated COLOSSO in a 3 minute Challenge fight.
BADGER luckily beat CLOSED SPACES in a 1 minute amateur's Challenge competition.
REX was savagely defeated by NEVILLE LONGBOTTOM in a 2 minute Challenge struggle.
SWALE handily defeated HUGS in a 1 minute uneven Challenge fight.
BAIT vanquished MASKS in a 1 minute uneven Challenge duel.
GREGORY GOYLE was viciously subdued by VETERAN MERCENARY in a 5 minute Title fight.
B BETTY was overpowered by 6 FEET in a 1 minute one-sided fight.
HARRY POTTER handily defeated FRATSFA SLAVE in a 1 minute one-sided bout.
ANT MAN subdued HOWLIN WOLF in a 3 minute match.
TIN MAN was bested by DOMINIXX in a 1 minute conflict.
TEMPEST was viciously subdued by HONED in a 2 minute bloody novice's battle.
EZWIND overpowered TMM in a popular 1 minute mismatched conflict.
TDO was vanquished by WOLF in a 1 minute mismatched bout.
CODY was vanquished by ERIC in a 1 minute one-sided fray.
MANNEQUIN devastated MORNING STAR in a 1 minute mismatched brawl.
THE BLIGHT overpowered MIDDLE OF PATH in a 1 minute one-sided bout.
PYKE was overpowered by SONYA in a 1 minute one-sided bout.
MAZIKEEN overpowered PERSISTANT BEGGAR in a 1 minute mismatched conflict.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|AIMED BLOW 8 AIMED BLOW 32 - 14 - 1 70 |
|STRIKING ATTACK 7 WALL OF STEEL 13 - 10 - 1 57 |
|BASHING ATTACK 6 PARRY-STRIKE 5 - 4 - 0 56 |
|LUNGING ATTACK 5 SLASHING ATTACK 32 - 31 - 3 51 |
|SLASHING ATTACK 5 STRIKING ATTACK 43 - 45 - 2 49 |
|TOTAL PARRY 4 TOTAL PARRY 19 - 20 - 0 49 |
|PARRY-RIPOSTE 3 BASHING ATTACK 28 - 35 - 1 44 |
|WALL OF STEEL 2 LUNGING ATTACK 19 - 25 - 2 43 |
|PARRY-LUNGE 0 PARRY-RIPOSTE 7 - 11 - 0 39 |
|PARRY-STRIKE 0 PARRY-LUNGE 0 - 0 - 0 0 |
Turn 565 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:
BASHING ATTACK 4 - 2 STRIKING ATTACK 3 - 4 3 BASHING ATTACK
AIMED BLOW 5 - 3 LUNGING ATTACK 2 - 3 2 TOTAL PARRY
WALL OF STEEL 1 - 1 SLASHING ATTACK 2 - 3 2 STRIKING ATTACK
PARRY-RIPOSTE 1 - 2 2 AIMED BLOW
TOTAL PARRY 1 - 3 1 WALL OF STEEL
PARRY-LUNGE 0 - 0 1 SLASHING ATTACK
PARRY-STRIKE 0 - 0
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
TOTAL PARRY GREGORY GOYLE 10486 5 1 0 47 HOGWART'S STUDENTS (1794)
STRIKING ATTACK HARRY POTTER 10483 5 1 0 46 HOGWART'S STUDENTS (1794)
BASHING ATTACK 6 FEET 10504 3 1 0 43 BB SOCIAL DISTANCE (1797)
WALL OF STEEL ANT MAN 10456 6 2 1 39 THE HAIRY BUNCH (1789)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is ANT MAN 10456. The most popular warrior this turn
was NEVILLE LONGBOTTOM 10498. The ten other most popular fighters were COLOSSO
10499, HOWLIN WOLF 10497, HONED 10510, EZWIND 10501, DOC STEELE 10495, ANT MAN 10456,
BADGER 10512, CLOSED SPACES 10508, 6 FEET 10504, and HARRY POTTER 10483.
The least popular fighter this week was VINCENT CRABBE 10482. The other ten least
popular fighters were PYKE 10523, MIDDLE OF PATH 10532, MORNING STAR 10524, CODY
10516, TDO 10496, TEMPEST 10500, B BETTY 10453, GREGORY GOYLE 10486, MASKS 10506, and
HUGS 10505.