DUEL 2 NEWSLETTER
Date : 12/18/2020 Duedate: 12/31/2020
NOBLISH ISLAND ARENA
DM 93 TURN 572
This Week's Top Honors
THE DUELMASTER IS
BADGER
THE CONDEMNED (1798)
(93-10512) [6-4-0,74]
Chartered Recognition Leader Unchartered Recognition Leader
BADGER MORNING STAR
THE CONDEMNED (1798) PRAE DELORE SINCERAM (1800)
(93-10512) [6-4-0,74] (93-10524) [3-2-1,27]
Popularity Leader This Week's Favorite
COLOSSO BADGER
CHAOS II (1796) THE CONDEMNED (1798)
(93-10499) [4-6-1,39] (93-10512) [6-4-0,74]
THE CURRENT TOP TEAM
CHAOS II (1796)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. DISTINCT COLORS (1807) 43
2. BASH BROS QUARANTINE (1808) 31 THE CONDEMNED (1798)
3. CHAOS II (1796) 31 Unchartered Team
4. THE CONDEMNED (1798) 11
5. THE REFORMERS (1801) 2 BASH BROS QUARANTINE (1808)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*BASH BROS QUARANTI (1808) 4 1 0 80.0 1- 2*FUNGUS AMONG US (1802) 6 4 1
2- 2*FUNGUS AMONG US (1802) 12 8 1 60.0 2/ 6 CHAOS II (1796) 6 5 0
3/ 0*DISTINCT COLORS (1807) 3 2 0 60.0 3/ 0*BASH BROS QUARANTI (1808) 4 1 0
4/ 1 THE CONDEMNED (1798) 25 17 2 59.5 4/ 5 THE CONDEMNED (1798) 4 5 0
5/ 5 CHAOS II (1796) 24 21 3 53.3 5/ 0*DISTINCT COLORS (1807) 3 2 0
6/ 3*PRAE DELORE SINCER (1800) 12 13 1 48.0 6- 0*KOAS & CO (1804) 2 3 1
7- 0*KOAS & CO (1804) 2 3 1 40.0 7/ 7*PRAE DELORE SINCER (1800) 1 4 0
8/ 0*THE REFORMERS (1801) 2 8 0 20.0 8/ 0*THE REFORMERS (1801) 0 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
WARRIOR AND TEAM DESIGN (The Consortium way.)
The purpose of this spotlight is to provide newer/inexperienced D2 managers with
warrior and team design concepts and to assist new managers by allowing observation of
the details of a real-time team who will be competing against them in their Noblish
Island arena. I will discuss the following:
1. An experienced manager's general design principles (over 100,000 warriors designed
and fought)
2. Some thoughts on team balance
3. A real five-warrior design (original team roll-up) just starting to compete with
you on Noblish Island
4. Summary and comments relevant to those designs
First you might ask, "Who is writing this? And I answer that I am "Whitey", manager
of DISTINCT COLORS, a member of The Consortium, who is a long, long time (35 year,-
meaning he is at least 36 years old) paying competitor in Duelmasters/D2. I will be
overseeing this new team and will be offering you advice each round on Noblish Island
too. (Free advice!) Please think nothing of asking me questions in the personal ads
or through diplos or on the RSI and/or Chatzy sites. You will get answers, often very
interesting answers.
There is no one-and-only perfect design for any warrior. You will often find that when
asking for experienced design advice, varying opinions and concepts are offered.
However, there are some guidelines that each manager uses. The Consortium general
design principles and guidelines look like this:
1. WT is the first factor examined, followed by WL, which then determines the design
and style direction.
2. Normally design to strengths/excesses, generally making high roll numbers higher.
3. Design to stat/skill break points. (Know what base skills are attached to stat
points)
4. Offensive-ish warriors need high WT to excel. Design to 11 (min), need 11, 13, 15,
17, 21 for skill breaks.
5. 21 WT, 21DF, and 21 WL are coveted. The 21DF makes an aimed-blow almost inevitable.
Most managers automatically think Aimed-Blow when they can get 21 deftness. Not
always, but usually. If not an aimer, then 11 DF is really all most designs need.
6. All warriors except AB must have normal damage and really need good. Make certain
that ST/SZ allows that, and have high enough WL to bump stats if not. Aimers can
succeed with less damage.
7. 9 WL is the reasonable min for offensives. All warriors MUST have some WL. Some
warriors might do OK with 7 or 8. (Maybe.)
8. Do not add to CN for pure offensives.
9. Defensive style warriors need big WL and CN. And, then, ST, too.
10. Physicals never hurt any warrior. Warriors can win early on with lesser skill, but
good physicals.
11. If all else fails, make the design a TP. They can win under almost any
circumstance. However, they need a higher combination (total) of CN, WL, and ST.
(especially WL and CN). But avoid those aimed-blows!
12. If the warrior is to be long-term (meaning a godling or really, really nice roll,
later intended for ADM), do not design a burner. (A burner is one where the manager
intends to raise stats and physicals as an intended strategy to enhanced winning).
Burners require very high WL as stat raises are dependent on WL.
13. However, there is not a thing wrong with making a burner.
14. Have variation in styles in arenas. This allows for better challenging, avoiding,
and match-ups. (Adding also fun and learning through variety.)
15. Design to the numbers, then choose style, rather than predetermine a style, then
design. (At least until you really know what you are doing.)
16. PRIMARY PRINCIPAL: Design each warrior with the idea of winning 60%+ of its
fights. Period.
Pretty simple, it would seem. Well, we will see how I applied these principals to the
DISTINCT COLORS Team. (Note: While not all of the concepts will be specifically
referenced below in designing the five warriors, virtually are truly used in one or
more places.) But first some comments on team design.
A variety of styles is important. Why? (a) The more differing styles you experiment
with, the more you learn. (b) It is more fun to run differing types. (c) Certain
styles are susceptible to other styles and having a variety allows you to take
advantage of (or avoid) some of those susceptibilities. (d) Testing multiple styles
allows you to more quickly find the style/s that you enjoy most or are best with. I
believe a manager, especially a new manager, should have at least these two warriors
on his team b" an especially fast/quick, decent damage offensive (striker, or maybe
basher or slasher or lunger) and a scummy warrior with lots of physicals and who wins
by wearing down foes while parrying or sucking up hit points. (Total parry or maybe
wall-of-steel or parry strike.) It is important to learn how to win with both types,
and the ST (striker) and TP (total parry) are excellent designs to do both b" teach
and win. This combination is invaluable because each tends to challenge and avoid
different styles, and most importantly, they are both easy to work with. The other
warriors on the team can/should be different, but I least (meaning b" these are
hardest) recommend these more difficult styles for rookie managers. AB b" aimed blow
(aimer), PR b" parry riposte (ripper), PS b" parry strike (piker), PL b" parry lunge
(plunger), and maybe WS b" wall of steel (waste).
Now on to a real life example. Below are listed the starting statistics (from the
roll-up sheet) and the design statistics filled out and sent in by me, Whitey,
manager of the DISTINCT COLORS team just now started on Noblish Isle.
An initial thought on roll up sheets, in general. It can be hardest to design
"radical" numbers. Unusually low ST or WL or super big SZ, or very low WT/WL combo,
usually require the most design manipulation and variance from the design principles
above. Very high WT and WL and/or sometimes DF, plus very small SZ are treasured! So,
with that, let's get on to designing this team, which, by my initial thoughts, is a
pretty solid set of roll ups to work with.
13-4-6-17-10-5-15 to AB. Design to strengths (concept #2; wit #, #4, and #5 in mind1,
#3.) leads me to first add 4 to WT taking it to 21. Then adding 6 to DF taking that
also to 21, almost for sure creating an AB. The last 4 go to ST making it 17. This is
a clear case of concept#2 coupled with #5 makes a beautiful warrior.
8-6-10-10-14-10-12 to 11-6-10-15-17-10-15 SL. Concept #2 makes me add 3 to WL. (Also
Concept #3.) Then concept #1 comes into play and I add 5 to WT. I have to have
workable ST so I add 3 to ST for weapon selections and for concept #10. That leaves 3
to add to DF. (Concept #2.)
10-7-12-13-13-10-5 to 14-7-12-17-17-10-7 BA. With both WT and WL being the highest
stats, it was easy to 3mploy concept #2, along with #1, #3, and #4 to add 4 each
making WT and WL at 17. After that ST was highest, but first I added 2 taking DF to 7
to enhance weapon selection. (Be sure to examine the weapon/stat/style list provided
in your RSI/request/provided CIC package.) The last four then went to ST.
9-14-8-8-10-9-12 to 11-20-8-8-16-9-12 TP. Concept #2 leads me to add six to CN. After
that, since it is looking scummy, I add six to WL and the last two to ST for weapons,
carry, endurance and I create an ok scum.
13-10-11-10-4-13-9 to 14-10-11-15-9-14-11 ST. Despite ST and SP being the highest
stats, I first employed concepts #1 and #4 and added five to WT and then concepts #1
and #9 leading to adding five to WL taking it to a nearly required nine. Two were
added to make DF eleven (read the last phrase in concept #5) That left one for SP
(speed skill points are different than most.) and the final one to ST.
The team mix is great, with five styles, a basher, striker, slasher, total parry, and
aimed blow. I like it! I wish you good luck competing against DISTINCT COLOR warriors.
I suspect this team will nicely meet the 60% objective and each warrior will do its
part. They will be a competitive team and they will both challenge and avoid.
Now let's take a look at the overall design tendencies for this team in this
situation. We had 70 points to add to the designs. Totaled, they look like this:
ST = 14 (Looks typical and solid.)
CN = 6 (CN is usually minimal with offensives and the one TP created all 6 points)
SZ = 0 (Cannot add to size.)
WT = 18 (1 of 2 most valuable stats. Adding the most points here is common.)
WL = 18 (1 of 2 most important stats. Adding the most points here is common.)
SP = 1 (SP and CN are usually least added stats.)
DF = 13 (DF adders are often quite variable. 13 looks good for this group, with one
warrior being a 6-point-adder AB.)
The tendencies look OK to me, as WT and WL are prime stats, ST and DF are probably
next, and CN/SP are usually least added. (Well, except for SZ!)
So there you have it: a new team; insight to warrior and team design; useful tidbits
from a long-time veteran. May your stay in D2 be long and prosperous, and, most of
all, fun. (As mine is and has been.)
-- Whitey of DISTINCT COLORS (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
RETURN TO NOBLISH ISLAND ARENA
The routine squeak of old oars was barely audible in the early morning, as an eerie
silvery-grey mist arose from the briny water of the Noblish Island harbor.
Barely discernable in the mist, an old gnarly-wooden rowboat fairly glided across the
water, under the guidance of a familiar figure in a green-hooded elven war cloak.
Memories of an earlier time when the Noblish Island Arena was thriving with a hoard of
untested, but eager newbie managers, came flooding back into the mind of this man with
each pull of the oars, as the rowboat drew ever nearer to the shore.
Now, a new chapter in the gladiatorial life of the veteran manager was about to
unfold, as he guided the rowboat onto the sandy beach, where a carriage with driver
was waiting patiently for his expected arrival from the transport ship that was
anchored at the outskirts of the harbor.
"Maccabaeus," the voice of an old friend drifted cheerfully on the morning breeze,
"welcome back to Noblish Island Arena!"
[TIME JUMP]
The veteran manager listened intently as Dave, who the veteran manager had befriended
when he was but a newbie manager and Dave had been but a young stable boy, related
numerous events that had transpired on the island and in the arena over the past
several years since the veteran manager's graduation, as Dave guided the carriage to
its first destination.
Time seemed to fly by all too swiftly before the carriage came to a halt. The veteran
manager was escorted to his accommodation to freshen up and partake of a hearty
breakfast with his friend, before proceeding to his second destination.
[TIME JUMP]
Dave guided the carriage without incident to the Noblish Island Gladiatorial
Commission, where the veteran manager bid his friend adieu, before entering the
building to conduct his business.
"Maccabaeus," the official behind the desk rose to greet the veteran manager, "welcome
back to Noblish Island Arena!"
[TIME JUMP]
It was but a small group of newbie managers, who were assembled to glean any insight
into the intricacies of being a gladiator manager, that the veteran manager standing
before them might be able to provide, possibly giving them an edge as future managers
of either a lone stable, or multiple stables of gladiators to fight on the arena sands
all across Alastari.
The veteran manager had been introduced as the legendary 'Maccabaeus the Hammer' who
had begun training gladiators in his stable named Milchamah, along with 40+ other
newbie managers, oh so many long years ago!
"Just call me Hammer," said the veteran manager, as he began explaining to the
assembled newbie managers how important it was to make friends with other managers
over the course of their ten turns of gladiator training, especially before graduating
and transferring their stable to another arena.
NOTES for NOOBS from Hammer:
I chose to name my incoming stable 5 Card Draw as a play on words for receiving 5
random sets of numbers to create 5 gladiators and then 'play the hand that I am dealt'
so to speak.
If I were a newbie manager with this team, I would select a suitable managerial alias
by which I would become known by both veteran managers and newbie managers: like Card
Shark or Vegas.
I would probably choose Vegas as a managerial alias, because it is simple and easy to
remember, plus I could roll up other stables in other arenas with casino themes or
card themes that Vegas could manage.
This would establish my manager identity in the world of Duel2 gladiator combat that
my friends and friendly foes could either fear, cheer or ridicule in the arena
personal ads and/or team spotlights.
This is how I rolled up my 5 gladiators with the set of numbers that I was dealt by
RSI on the team sheet:
9-5-17-8-9-11-11 became a 9 ST, 6 CN, 17 SZ, 13 WT, 15 WL, 11 SP, 13 DF Ripper [Parry
Riposte] named Wild Card Joker mainly because Rippers are my favorite style and I
wanted to run one on my team. I might have been better off making him a 17 DF Aimer [a
9-5-17-11-15-11-17 Aimed Blow] or even juggling the numbers a bit to make a Basher,
but I really wanted a Ripper that is well suited to the scimitar [requires 9 ST, Any
SZ, 11 WT, 11 DF].
10-4-12-9-12-10-13 became an 11 ST, 4 CN, 12 SZ, 15 WT, 17 WL, 10 SP, 15 DF Lunger
named One Eyed Jack that is well suited to the longsword [requires 11 ST, Any SZ, 13
WT, 11 DF].
12-10-13-10-12-10-3 became a 12 ST, 10 CN, 13 SZ, 15 WT, 17 WL, 10 SP, 7 DF Slasher
named Jack Of Diamonds that is well suited to the broadsword [requires 11 ST, Any SZ,
9 WT, 7 DF].
14-10-9-4-9-14-10 became a 17 ST, 10 CN, 9 SZ, 5 WT, 15 WL, 15 SP, 13 DF Basher named
Queen Of Clubs that is well suited to both the maul [requires 15 ST, 9 SZ, 5 WT, 7 DF]
and the warhammer [requires 13 ST, Any SZ, 5 WT, 7 DF].
13-9-9-10-15-5-9 became a 13 ST, 9 CN, 9 SZ, 16 WT, 21 WL, 5 SP, 11 DF Wall Of Steel
named Queen Of Hearts that is well suited to the greataxe [requires 13 ST, 5 SZ, 9 WT,
11 DF] plus other weapons.
Looking ahead to next cycle, I will provide more explanation as to why I created these
gladiators the way I did; plus, I will include their weapon suitability and
requirements, especially for Queen Of Clubs.
"May Your Blades Be Sharp and Your Wits Sharper!"
-- Hammer, mgr of 5 Card Draw
SPY REPORT
If you were disturbed from your beauty rest only to have to watch a bunch of
NOBLISH ISLAND brutes like you, you'd be grouchy, too. Later days, BB SOCIAL
DISTANCE, since CHAOS II took top team from you this turn, you guys are old news.
CHAOS II turned their 3-0-0 turn into a 2nd place rank in the listings this turn.
Any better than this, and you get put on hit lists. I can just hear all the boasts
coming in BASH BROS QUARANTINE's next personal ads. Their first turn they went
4-1-0. Of course, we're all terribly impressed to see BURGANDY win a fight and gain
22 points, terribly. Tsk, tsk, BURGANDY beat ERIC and ERIC lost 10 points. You're
breakin' my heart. And if variety is the spice of life, NOBLISH ISLAND may be
getting bland, as BADGER stays top dog in the city. Kickbacks and bribes, kickbacks
and bribes, how else do you think some of these guys win their fights? Skill? Ha!
Well, let's take a look at some more misdeeds of you miserable sword-boys.
Some people like volunteer work in the hospitals. I volunteer for NOBLISH
ISLAND's morgue. More variety. Honor is like a chainmail shirt, it only shines
through use. Certain nameless cowards will doubtless rebuke me on this one.
What does the NOBLISH ISLAND arena have in common with the inns? It's just as
comfortable to sleep in either place. Ha ha ha ha! Well, I've had enough of this
drivel, and I'm sure you have too. Off like a dirty shirt of padded leather. I see
the crowds are getting restless, I must leave now-- Snide Clemens
DUELMASTER W L K POINTS TEAM NAME
BADGER 10512 6 4 0 74 THE CONDEMNED (1798)
ADEPTS W L K POINTS TEAM NAME
-SPORETICUS 10534 4 0 0 48 FUNGUS AMONG US (1802)
AMITHIUS 10502 8 2 1 45 CHAOS II (1796)
COLOSSO 10499 4 6 1 39 CHAOS II (1796)
-IMA FUN GUY 10536 3 1 0 38 FUNGUS AMONG US (1802)
TEMPEST 10500 5 5 0 36 CHAOS II (1796)
CHALLENGER INITIATES W L K POINTS TEAM NAME
DOMINIXX 10511 5 5 0 28 THE CONDEMNED (1798)
MORNING STAR 10524 3 2 1 27 PRAE DELORE SINCERA (1800)
INITIATES W L K POINTS TEAM NAME
BAIT 10520 5 3 1 23 THE CONDEMNED (1798)
BURGANDY 10572 1 0 0 22 DISTINCT COLORS (1807)
PYKE 10523 3 2 0 21 PRAE DELORE SINCERA (1800)
-PSYCHOCYBIN 10537 1 3 1 21 FUNGUS AMONG US (1802)
-CARMEN SANDIEGO 10553 1 0 0 15 KOAS & CO (1804)
-OH SHITAKE 10535 2 2 0 13 FUNGUS AMONG US (1802)
-LICHEN THROPE 10533 2 2 0 12 FUNGUS AMONG US (1802)
ERIC 10521 3 2 0 11 PRAE DELORE SINCERA (1800)
INDOORS 10578 1 0 0 11 BASH BROS QUARANTIN (1808)
ORANGE 10573 1 0 0 10 DISTINCT COLORS (1807)
THE BLIGHT 10522 2 3 0 9 PRAE DELORE SINCERA (1800)
INITIATES W L K POINTS TEAM NAME
FRIENDS 10577 1 0 0 9 BASH BROS QUARANTIN (1808)
YELLOW 10574 1 0 0 9 DISTINCT COLORS (1807)
-SUSPICIOUS BOOKCASE 10551 1 0 1 8 KOAS & CO (1804)
MAZIKEEN 10525 1 4 0 7 PRAE DELORE SINCERA (1800)
-CHARLES SPURGEN 10530 0 2 0 6 THE REFORMERS (1801)
DELIVERIES 10580 1 0 0 5 BASH BROS QUARANTIN (1808)
PETS 10579 1 0 0 5 BASH BROS QUARANTIN (1808)
JOHN WESLEY 10527 0 2 0 2 THE REFORMERS (1801)
-RABBI NACKMAN 10550 0 1 0 1 KOAS & CO (1804)
HUGH LATIMER 10558 0 1 0 1 THE REFORMERS (1801)
AQUA 10576 0 1 0 1 DISTINCT COLORS (1807)
LAVENDER 10575 0 1 0 1 DISTINCT COLORS (1807)
-PERRY THE PLATYPUS 10552 0 1 0 1 KOAS & CO (1804)
FAMILY 10581 0 1 0 1 BASH BROS QUARANTIN (1808)
-SNOOP DOGG 10554 0 1 0 1 KOAS & CO (1804)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
CRIP 10546 1 2 0 D2 NAMES TO KNO 1795 SUSPICIOUS BOOK 10551 570
THOMAS CRANMER 10528 0 2 0 THE REFORMERS 1801 MORNING STAR 10524 569
PERSONAL ADS
Congrats to DM Badger! -- Namedropper, Mgr. D2 Names To Know
And it is out with D2 Names To Know and in with Distinct Colors. -- Namedropper
(outgoing) & Whitey (Incoming) (both Consortium Affiliated)
Sporeticus, I am not talking because I am not here any more. Goodbye. -- Crip
We have a new teacher/coach/mentor joining us -- please welcome Hammer to the
Assur/Consortium/Hammer Team. Ask us questions. We will respond! -- Whitey (Consortium
Affiliate)
P.S. And soon we hear Jorja is coming ...................
Noblish Newbies -- Hey Noobs! This is not a derogatory greeting! I once began this
gladiator game where you are today! Speak up in the personal ads and make friends!
Duel 2 is a family! -- Hammer, mgr of 5 Card Draw
Wolf -- How do you sleep at night? -- the ghost of John Calvin, former Reformer
KALTOS KAOS INVITATION ALERT
Who: Any and all veteran or newbie Duel2 managers
What: Kaltos Kaos contest [25 rounds]
When: Begins February 1, 2021 [Turn 926] thru January 3, 2022 [Turn 950]
Where: DM 5 in Kaltos Arena
Why: You know why! Hammer is hosting the Kaltos Kaos like he hosted the Morya
Madness over 17 years ago! Only Better!
How: Declare your manager name and team name in the DM 5 Personal Ads; plus send
two (2) Gift Certs to Hammer to complete your registration!
Hammer can be contacted by personal message in the Chatzy Duel2 chat, by old school
Diplo Note or by Email to kaltoskaos@aol.com
LAST WEEK'S FIGHTS
BADGER slimly won victory over KUNG-FU MASTER in a 2 minute Title fight.
AMITHIUS demolished PYKE in a popular 1 minute one-sided melee.
DOMINIXX was viciously subdued by TEMPEST in a crowd pleasing 1 minute gory brawl.
COLOSSO overpowered BAIT in a 1 minute mismatched match.
ERIC was devastated by BURGANDY in a 1 minute one-sided duel.
THE BLIGHT was unbelievably bested by YELLOW in a 4 minute amateur's match.
JOHN WESLEY was handily defeated by INDOORS in a 1 minute uneven fight.
MORNING STAR vanquished LAVENDER in a 1 minute uneven duel.
MAZIKEEN lost to FRIENDS in a 2 minute beginner's fight.
HUGH LATIMER lost to DELIVERIES in a 1 minute novice's fight.
ORANGE overpowered FAMILY in a 1 minute one-sided melee.
AQUA was defeated by PETS in a 1 minute novice's match.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|AIMED BLOW 6 WALL OF STEEL 8 - 4 - 2 67 |
|SLASHING ATTACK 4 AIMED BLOW 39 - 26 - 5 60 |
|LUNGING ATTACK 4 TOTAL PARRY 18 - 15 - 0 55 |
|BASHING ATTACK 4 STRIKING ATTACK 29 - 26 - 2 53 |
|STRIKING ATTACK 2 BASHING ATTACK 32 - 29 - 2 52 |
|TOTAL PARRY 1 SLASHING ATTACK 22 - 21 - 2 51 |
|WALL OF STEEL 1 LUNGING ATTACK 22 - 24 - 2 48 |
|PARRY-STRIKE 1 PARRY-RIPOSTE 7 - 14 - 0 33 |
|PARRY-LUNGE 0 PARRY-STRIKE 0 - 2 - 0 0 |
|PARRY-RIPOSTE 0 PARRY-LUNGE 0 - 0 - 0 0 |
Turn 572 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 6 - 0 LUNGING ATTACK 1 - 3 3 LUNGING ATTACK
TOTAL PARRY 1 - 0 BASHING ATTACK 1 - 3 3 BASHING ATTACK
WALL OF STEEL 1 - 0 PARRY-LUNGE 0 - 0 2 SLASHING ATTACK
SLASHING ATTACK 2 - 2 PARRY-STRIKE 0 - 1 2 AIMED BLOW
PARRY-RIPOSTE 0 - 0 1 STRIKING ATTACK
STRIKING ATTACK 0 - 2
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
SLASHING ATTACK BADGER 10512 6 4 0 74 THE CONDEMNED (1798)
AIMED BLOW AMITHIUS 10502 8 2 1 45 CHAOS II (1796)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is COLOSSO 10499. The most popular warrior this turn
was BADGER 10512. The ten other most popular fighters were TEMPEST 10500, THE BLIGHT
10522, AMITHIUS 10502, COLOSSO 10499, MORNING STAR 10524, FRIENDS 10577, DOMINIXX
10511, BURGANDY 10572, INDOORS 10578, and MAZIKEEN 10525.
The least popular fighter this week was AQUA 10576. The other ten least popular
fighters were FAMILY 10581, HUGH LATIMER 10558, LAVENDER 10575, YELLOW 10574, ERIC
10521, BAIT 10520, JOHN WESLEY 10527, PYKE 10523, PETS 10579, and ORANGE 10573.
MAIL-IN TOURNEY LXXI
ADEPTS TOURNEY W L K TEAM NAME
ANT MAN 10456 (6-3-1) 1 3 0 THE HAIRY BUNCH
B BETTY 10453 (5-4-0) 1 3 0 THE HAIRY BUNCH
INITIATES TOURNEY W L K TEAM NAME
DOMINIXX 10511 (4-2-0) 5 3 2 THE CONDEMNED
BADGER 10512 (2-4-0) 3 3 0 THE CONDEMNED
SWALE 10509 (4-2-0) 1 1 0 DEAD THE CONDEMNED
CODY 10516 (3-4-0) 1 3 0 BRAVO SIX
WOLF 10517 (5-2-0) 1 3 0 BRAVO SIX
HONED 10510 (4-2-1) 0 2 0 DEAD THE CONDEMNED
REX 10515 (2-5-0) 0 3 0 BRAVO SIX
TIN MAN 10489 (4-2-0) 0 3 0 THE HAIRY BUNCH
APPRENTICES TOURNEY W L K TEAM NAME
IMA FUN GUY 10536 (1-0-0) 3 3 0 FUNGUS AMONG US
PSYCHOCYBIN 10537 (0-1-0) 2 3 0 FUNGUS AMONG US
SONYA 10531 (4-0-1) 2 3 0 CHAOS II
SPORETICUS 10534 (1-0-0) 2 3 0 FUNGUS AMONG US
BAIT 10520 (4-0-1) 1 3 0 THE CONDEMNED
GHOST 10538 (1-2-0) 1 3 0 BRAVO SIX
OH SHITAKE 10535 (1-0-0) 1 3 0 FUNGUS AMONG US
CHARLES SPURGEN 10530 (0-1-0) 0 3 0 THE REFORMERS
ECHO 10539 (3-0-0) 0 3 0 BRAVO SIX
LICHEN THROPE 10533 (1-0-0) 0 3 0 FUNGUS AMONG US
MARTIN LUTHER 10529 (1-0-0) 0 3 0 DEAD THE REFORMERS
ROOKIES TOURNEY W L K TEAM NAME
MR. MISS 10549 (0-0-0) 4 3 1 THE HAIRY BUNCH
MR. T 10548 (0-0-0) 4 3 0 THE HAIRY BUNCH
SHADOX 10555 (0-0-0) 0 2 0 DEAD CHAOS II
DEAD APPRENTICES TOURNEY W L K TEAM NAME
MIGRAINE 10513 (1-1-0) 1 3 0 DEAD THE CONDEMNED