DUEL 2 NEWSLETTER

Date   : 09/23/2022    Duedate: 10/06/2022

NOBLISH ISLAND ARENA

DM 93    TURN 618

This Week's Top Honors

THE DUELMASTER IS

ASP
SNAKE IN THE GRASS (1855)
(93-10867) [5-1-0,84]

Chartered Recognition Leader   Unchartered Recognition Leader

CLOSTRIDIUM                    ASP
THE VIRULENT (1851)            SNAKE IN THE GRASS (1855)
(93-10854) [4-2-0,31]          (93-10867) [5-1-0,84]

Popularity Leader              This Week's Favorite

DEALY                          SNEEZER MCGEEZER
BB AIR TRAVEL 2 (1854)         AUDACIOUS STABLE (1856)
(93-10861) [5-2-0,18]          (93-10873) [3-0-0,29]

THE CURRENT TOP TEAM

SNAKE IN THE GRASS (1855)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. SNAKE IN THE GRASS (1855)     39 
2. AUDACIOUS STABLE (1856)       35    THE VIRULENT (1851)
3. BB AIR TRAVEL 2 (1854)        15    Unchartered Team
4. THE VIRULENT (1851)           10 
SNAKE IN THE GRASS (1855)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*SNAKE IN THE GRASS (1855) 20  10  1 66.7   1/ 1*SNAKE IN THE GRASS (1855)10  5 1
 2/ 2*BB AIR TRAVEL 2 (1854)    20  15  0 57.1   2/ 2*BB AIR TRAVEL 2 (1854)    7  8 0
 3/ 4*AUDACIOUS STABLE (1856)    8   7  0 53.3   3/ 3*AUDACIOUS STABLE (1856)   6  4 0
 4- 3*CRIMSON SCOURGE (1844)    19  24  2 44.2   4/ 4 THE VIRULENT (1851)       3  6 0
 5/ 5 THE VIRULENT (1851)       15  31  2 32.6   5- 5*CRIMSON SCOURGE (1844)    2  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 FINE ARTS OF WINNING (OR TRYING HARD TO)

Your warriors are seemingly solid and are putting up a good fight, but just can't seem 
to win? Perhaps you should consider this list of recommended Consortium actions?

 1. Always challenge and avoid. Use the challenge and if-challenged strategies on your 
    strategy sheet to manipulate fight opponents in your favor.
 2. Challenge warriors you have beaten before and styles your warrior has the 
    advantage with. (Ex: AB challenge TP, TP challenge LU, ST challenge SL, SL 
    challenge LU, etc.). This is something of a rock/paper/scissors game.
 3. Take advantage of blood feuds to enhance challenges. Be brutal! BF all four times 
    if to your advantage, The cretin killed your teammate after all. (Note: Consortium 
    teams on Noblish Isle do not blood feud.)
 4. Avoid teams who seem to regularly beat you and teams with nearby warriors with 
    styles which have an advantage over your warrior. Avoid the team that just beat 
    you last fight.
 5. Make your warrior do what his style does best. (Ex: STs get the jump, LUs dodge, 
    TPs parry and scum, SLs attack, etc.) 
 6. Use high CN to your advantage by soaking hits and then later hitting and finishing 
    a worn down opponent.
 7. Pay attention to where an opponent  is aiming his attacks and protect that 
    location on subsequent fights.
 8. Be bad! "Pick on" warriors with less skill, less experience, or lots of losses.
 9. Pay attention to fight history in your arena. Know which are tournament warriors, 
    sandbaggers, etc. with hidden FE. (Fight experience.) These tournament warriors 
    are likely highly experienced and highly skilled compared to your normal arena 
    warrior. Stay clear of them. (Not at all common in DM93, but common in all other 
    arenas except no-tournament arenas..)
10. Use tactics appropriately: Decise to help you get the jump, Dodge to help you 
    avoid being hit, Slash or Bash to hit harder, Parry to focus on parry, Response to 
    counter known decise users.
11. Dress to fit your strategy: naked is faster/quicker, plated is most protected and 
    sponges best, but slower.
12. Do not overdress and excessively encumber your warrior. It greatly hampers ability 
    to carry and endure and even to fight properly
13. Watch fights carefully to find a favored weapon: one which you crit often with or 
    which you get lots of extra value hits. Use that weapon and maybe those similar to 
    it.
14. Know your opposing manager's styles and methods. Try to fight weaker managers and 
    avoid those who just seem to win lots.
15. If your warrior is in a difficult spot in the rankings/arena listing, sit him out. 
    Don't fight if you do not have a good chance to win. (Ex: Your 5 FE warrior has 
    jumped way up in the rankings and is surrounded by much more experienced warriors, 
    or your scum TP is surrounded by aimed-blows, etc.)
16. Phone a friend. Write with questions. Ask for help or advice. The right, helpful 
    person is likely to want to help you succeed. Use the personal ads or Chatzy or 
    the RSI site to discuss thoughts, ideas, or strategies.
17. Try to manipulate your fight so you match with an NPC. (Non-playing-character; RSI 
    Stand-In.)
18. Send your warrior to tournaments. It gets hidden FE on his record and ups his 
    skill/stat level unbeknownst to those paying little attention.
19. Pay attention to fighting in your arena. Know whom is using strategies set on 
    maintenance and take advantage of it by challenging and adjusting your strategies 
    to beat them.
20. Design warriors to win rather than to look godling-like. Sure, skills are 
    important, but maybe not as important as physicals: especially early on.
21. Take advantage of arena DM93. Read the spotlights. Know your C.I.C. package info 
    or get info from the Terrablood and Assur sites.
22. Cheer on your warriors. Stay excited! Yeah!

                             -- Snake Charmer, a Consortium paid and affiliated member
                                   (version 9-15-22)

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

                   *TURF WAR 13 (TW13) RULES* (revision 9-7-22-WS)

                  Starting Jan, right after the FTF, T453 (10 turns)
               Bring acclaim and glory to the North Fork (DM47) arena.

Anyone may participate; known alliances, new alliances, or temporary alliances created 
solely to compete in the Turf War!  To participate, each alliance must:

1.  Indicate in the newsletter or on the RSI site your three team alliance. 
    (You must state your alliance name, 3 team names, and 3 manager names.)

2.  Request 3 gift certificates per manager from RSI as entry fee for TW13. 
    RSI will hold all certs and distribute as team rus to TW13 winners.  
    (**Change from past TWs)  DO NOT send, or have sent, certs to the Moderators.  
    Deadline: December 31, 2022.

3.  Teams and warriors must be listed in the DM452 NL in order to compete. 
    (This allows challenges on TW turn 1.)

Other rules and discussion.

1.  Only one (1) team per manager/player may be active in the arena.

2.  If at any time, the Moderators determine that any non-TW team, whether a 2nd team 
    or a non-TW manager's 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.

3.  As usual, any Turf War team must be shown/be posted in the DM47 Newsletter just 
    prior (T452) to the actual scoring/participation start on T453 (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). 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.

4.  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.)

5.  Definitions:
    Team     = individual manager's stable
    Alliance = three teams united

6.  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 -10 points.)

7.  It is not the spirit of competition to challenge fellow members of the same 
    alliance. Hence, challenges as such will be scored as losses for both warriors.

8.  Downchallenges:  
    A downchallenge = a warrior challenges a warrior with lesser recognition points.
    No challenge or bloodfeud by the Duelmaster shall be deemed a downchallenge.
    No challenge of the Duelmaster shall be deemed a downchallenge.
    Bloodfeuds against warriors with lesser recognition are deemed downchallenges.

9.  Tournament participation is allowed and encouraged as a great form of acclaim and 
    recognition for North Fork and is an opportunity for warriors to gain skills and 
    preferred challenging within the Turf War.

10. There will be NO alliance or team changes once the contest has begun.  If you 
    begin the Turf War with Alliance A, you must end the Turf War with Alliance A.  If 
    you begin the Turf War with Team B, you must end the Turf War with Team B.

11. The Dark Arena may be used at any time without penalty. However, only one win 
    against a D.A. Monster per each stable warrior shall count as a win. Additional 
    wins will count as a loss for that warrior.

12. It is highly recommended that managers direct RSI to place their team ON 
    TEAM MAINTENANCE for the TW13 duration so that your team will fight (and earn 
    points) even if your submitted new strategies are delayed or don't make it.

_____________________________________________________________________

SCORING will be as follows: 

Team Points
     a.  Fights made: (includes DA fights)
          1 = 0 points
          2 = 0 points
          3 = 1 point
          4 = 2 points
          5 = 5 points
     b.  Wins earned;
          0 = 0 points
          1 = 1 point
          2 = 2 points
          3 = 3 points
          4 = 5 points
          5 = 10 points
     c.  Down Challenge: 
          (-5) points each (DM is exempt from DC rule/penalty)
     d.  Team with most wins per round earns 3 additional points
          (If ties, no points awarded; no tiebreaker on wins)

Alliance Points (Rounds 1-4)
     a.  Fights made (DA fights count as a fight made)
     b.  Alliance fights 15 warriors = 3 points
     c.  Alliance with most wins per round = 3
          (If ties, no points awarded; no tiebreaker on wins)

Alliance Points (Rounds 5-8)
     a.  Fights made (DA fights count as a fight made)
     b.  Alliance fights 15 warriors = 3 points
     c.  Alliance with most wins per round = 7 points
          (If ties, no points awarded; no tiebreaker on wins)

Alliance Points (Rounds 9-10)
     a.  Fights made (DA fights count as a fight made)
     b.  Alliance fights 15 warriors = 6 points
     c.  Alliance with most wins per that round = 10 points
          (If ties, no points awarded; no tiebreaker on wins)

Team points (from 3 teams) + alliance points = Total Alliance Points.
The Alliance with the most points after turn 10 is THE WINNER!
________________________________________________________________________

PRIZES:
The Turf War is meant to be a near "winner takes all" contest. Moderators will submit 
a list of each prize won (by manager) at the completion of the contest. RSI awarded 
prizes must then be claimed by the manager from RSI Customer Service within 4 months. 
The team rollups won will be distributed by RSI to the winners shortly after receipt 
of the prize list from the moderators.

Entry Fee Awards:
     *** Winning alliance gets 80% of the pooled team rollups.
     *** 2nd place alliance gets 10% of the pooled team rollups.
     *** Individual Team with most wins in 10 rounds gets 10% of the pooled team 
         rollups

RSI awards: Prizes may only be applied to DM47 warriors who participated in TW13. 
No prize may create an out-of-bounds warrior. Only one max prize may be applied per 
warrior, so if you win two prizes they cannot be applied to the same warrior. 
Prizes must be used within 4 months of the end of TW13. 

Winning alliance: each manager/team receives:
     One Limited Damage Bump (bump one level damage)
     One Stat replace (remove 2 SZ, replace 2 to any single other stat) 
     One Favorite weapon knowledge 

2nd place: each manager/team receives:
     One Favorite weapon knowledge 
     One free stat raise (not SZ)

Participation Award (to all teams/managers who fight 46 minimum fights (of 50):
     2 skills (both to same warrior) 
______________________________________________________________________

Moderators:
The Moderators for this event will be Oz, Master Darque, and Assur, the TW13 
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 one of us below. 

                Oz                 Master Darque               Assur
diplo (DM 47):  Land of Oz         Darque Forces               Bash Bros Park   
Duel2 forum:    The Consortium     Master Darque               Assur    
email:          wfms101@aol.com    rebelnerfherder@yahoo.com   assurnasir@yahoo.com

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

                                    WASTED WASTES

The Wall of Steel fighting style, or Waste as most of us in the Duel 2 Community like 
to refer to this Defensive Style, is not one of my favorite fighting styles in the 
game.

In fact, most of the Wastes that I have created and run have losing records, except 
for maybe 3 inactive Wastes, among a few inactive Wastes that also have losing 
records.

I can probably point out what does not work for me, rather than what does work for me, 
when endeavoring to manage winning Wastes.

My original Milchamah stable that fought here on the Noblish Island battle-arena sands 
over thirty-plus years ago had a Waste on the original roster, but unfortunately, she 
died before my Milchamah stable transferred to DM 33 after 10 turns of training.

Mool died with a 1-4-0, 7 record in DM 93, but it is no mystery as to why she died, 
since I had no clue what a Waste required at creation.

Wastes need Will, at the very least 15 and preferably 17 or 21, because of the 
endurance burn of this fighting style.

Alas, Mool was created with a 5 Will, but she did have a 17 Con, which is probably why 
I made her a Waste; in hopes of taking a licking, but she just failed to keep on 
ticking!

Mool was created as a 6-17-9-21-5-15-11 Waste and that 6 Strength just did not do her 
justice! If I were to create a warrior for DM 93 now, she would probably be made a 
Striker, but it would depend upon what type of mood that I was in when I decided to 
fill out the roll up sheet.

Mool was right-handed, a genius, was sensationally active, had little endurance, could 
take a lot of damage, could carry very little weight, was incredibly quick and 
elusive, did little damage and had an Expert in Initiative.

She just was not built right for the necessary armor and weapons that a competitive 
Waste needs for fighting and surviving on the battle-arena sands. She would have been 
better off as a Striker with those numbers, because a Striker fares better running 
without armor and she could have used a Dagger to complement her 15 Speed

I did have a Waste that died with a 7-4-0, 25 record that was created as a 13-12-13-
17-15-3-11 Waste. He was right-handed, was very intelligent, was clumsy, was quick on 
his feet, did good damage and had an Expert in Initiative.

I would consider running this set of numbers again as a Waste in DM 93. But could also 
serve my purposes as a Striker, Basher, Lunger or even a Ripper; although I would 
prefer more Deftness for a Ripper, but I have run 11 Deftness Rippers in the past.

The same could be said for this 11-9-12-17-15-7-13 dead Waste who died with a 1-2-0, 5 
record. He was right-handed, was very intelligent, was active, was slightly 
uncoordinated, could not take a lot of punishment, could not carry a lot of weight, 
was incredibly quick and elusive and did good damage.

This 9(1)-10-10-13-15-17-11 Waste died with a 4-9-0, 25 record. He was left-handed, 
was bright, was very quick and active, was highly coordinated, could not take a lot of 
punishment, could not carry a lot of weight, was very quick on his feet and had an 
Expert in Initiative.

This 15-5-14-15-11-13-11 Waste died with an 0-3-0, 5 record. He was right-handed, was 
intelligent, was very active, had poor endurance, was very frail, could not carry a 
lot of weight, was quick on his feet and did great damage.

Not sure how much better he would have fared as a Basher, but his career as a Waste 
was short lived.

I also had two Wastes die in Blood Games and both never saw round six!

This 19(2)-20-3-9-21-3-11 Waste died in the Blood Games with a 2-3-0, 11 record. She 
was right-handed, was very slow and inactive, was clumsy, had awesome endurance, could 
take tremendous amounts of damage, could carry a tremendous weight, was quick on her 
feet and did good damage.

This 18-11-9-13-19-3-11 Waste died in the Blood Games with a 1-4-0, 7 record. He was 
ambidextrous, was bright, was clumsy, had great endurance, could carry a good amount 
of weight, was quick on his feet and did good damage.

I only had the good fortune of graduating one Waste who may have fought a few times in 
ADM, but she is currently inactive with an 18-11-0, 65 winning-record.

She is an 11(1)-9-6-13-21-9(1)-17 Waste. She is right-handed, is bright, is active, 
has a good endurance, can not take a lot of punishment, can not carry a lot of weight, 
is incredibly quick and elusive, has a Master in Initiative, has a Master in Attack, 
has a Master in Parry, has an Advanced Expert in Defense, favors the Quarterstaff, 
favors a Moderate Offensive Effort, favors a Low Activity Level, uses the Riposte 
tactic well and preferentially learns Initiative.

As I have mentioned before, most of my inactive Wastes in Basic Arenas have losing 
records, except for I think three of them. The following is my best inactive Waste 
with the best record.

She is an 11-16-7-15-17-5-13 Waste with a 6-0-1, 26 record. She is ambidextrous, is 
intelligent, is slightly uncoordinated, has great endurance, can take a lot of damage, 
is very quick on her feet and has an Expert in Parry

I might be inclined to make this one a Ripper or a Lunger in DM 93, but apparently, 
she did quite well during her early career in some long-forgotten Basic Arena, before 
the stable was transferred to a Transfer Arena, for some now unknown reason, a long, 
long time ago!

This has been a bit of a stroll down memory lane for me, gazing upon what I would 
refer to mostly an assortment of Wasted Wastes, but perhaps you may have gleaned some 
insights as to what to create, or not to create, regarding this particular fighting 
style.

                  "May Your Blades Be Sharp and Your Wits Sharper!"

                        -- Hammer, Duel 2 Sponsor, 
                           mgr of Milchamah Return and current mgr of Audacious Stable

                                      SPY REPORT

     Like the magnificent Sun, rising upon the Dawn and exiling the Night for a Day, 
I, Novgorodny Vir, return once again!  AUDACIOUS STABLE posted a nice gain, to come 
in 3rd.  Everybody loves a winner...  SNAKE IN THE GRASS had cause to celebrate, 
after ASP got 23 points by beating KHALHUMS DWARF.  A certain someone should cut down 
on the drinking and practice more, after losing 16 points to MISSED CONNECTION.  
(Discrete enough, PYTHON?) Can you believe it?  LIGHTNING ROD apparently has better 
things to do as NOBLISH ISLAND's Duelmaster than show up and fight!  What can be a 
greater victory?  ASP has taken hers place as the top, as NOBLISH ISLAND's new 
Duelmaster.  Word has it one team in NOBLISH ISLAND is using psychics to predict 
wins.  They lead a charmed life!   
     My mother wished me to avoid conflict, and seek the gentle trade of Spyreporter. 
But warriors aren't supposed to avoid fights!  To quell some nasty rumors, the guys 
in BB AIR TRAVEL 2 are not carrying any incurable diseases.  No need to avoid 'em.  
The warriors of BB AIR TRAVEL 2 found their efforts at combat frustrated as SNAKE IN 
THE GRASS apparently had more important things to do than fight.  If challenges were 
horses, BAD FOOD could open up a fast food joint!   
     The moving sword slashes, and having slashed, moves on...  I hear LOST LUGGAGE 
of BB AIR TRAVEL 2 tired of the battles and was thinking of becoming a priest.  COBRA 
of SNAKE IN THE GRASS saved him the effort of getting references.  Ask not for whom 
the sword slashes; it slashes for thee.   
     Leave me now, you base fools!  More important duties call me.  Can anything 
compare to the pleasure of writing Spyreports for NOBLISH ISLAND?  On that giddy note 
I take my leave-- Novgorodny Vir  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 ASP 10867                     5   1  0  84         SNAKE IN THE GRASS (1855) 

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
-LIGHTNING ROD 10844           5   0  1  62         CRIMSON SCOURGE (1844)    

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 COBRA 10870                   3   3  1  44         SNAKE IN THE GRASS (1855) 

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 FER-DE-LANCE 10871            5   1  0  43         SNAKE IN THE GRASS (1855) 

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 MISSED CONNECTION 10862       5   2  0  33         BB AIR TRAVEL 2 (1854)    
 CLOSTRIDIUM 10854             4   2  0  31         THE VIRULENT (1851)       
 BAD FOOD 10863                2   5  0  30         BB AIR TRAVEL 2 (1854)    
 SNEEZER MCGEEZER 10873        3   0  0  29         AUDACIOUS STABLE (1856)   

INITIATES                      W   L  K POINTS      TEAM NAME                  
-MELON SMASHER 10798           5   4  0  23         CRIMSON SCOURGE (1844)    
-GRASSHOPPER 10800             4   5  1  22         CRIMSON SCOURGE (1844)    
 RUDE STAFF 10864              4   3  0  20         BB AIR TRAVEL 2 (1854)    
 NOSE DRIPPING FOE 10874       2   1  0  20         AUDACIOUS STABLE (1856)   
 DEALY 10861                   5   2  0  18         BB AIR TRAVEL 2 (1854)    
 SIMPLEX 10836                 3   7  2  18         THE VIRULENT (1851)       
 RATTLER 10868                 2   4  0  18         SNAKE IN THE GRASS (1855) 
-RAINSTORM 10797               2   7  0  17         CRIMSON SCOURGE (1844)    
 PYTHON 10869                  5   1  0  16         SNAKE IN THE GRASS (1855) 
 SHIGELLA 10833                3   7  0  16         THE VIRULENT (1851)       
 BURPING BELLFLOWER 10875      1   2  0  15         AUDACIOUS STABLE (1856)   
 SNORTER MCWORTER 10872        1   2  0  14         AUDACIOUS STABLE (1856)   
 WHEEZER MCGEEZER 10876        1   2  0  14         AUDACIOUS STABLE (1856)   
 SAL MONELLA 10858             3   3  0  12         THE VIRULENT (1851)       

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
LOST LUGGAGE 10860      4  3 0 BB AIR TRAVEL 2 1854 COBRA 10870           618   

                                     PERSONAL ADS

No spotlights? We didn't do our duty! Assur, Hammer, and even me, are bad, bad boys. 
-- Snake Charmer
P.S. Well, we wish we were boys.

Kung-Fu Master, you cretin. I'm going to tell Cleopatra! -- Asp

Rude Staff, it was my utmost pleasure to be rude to you. -- Fer-De-Lance

Missed Connection, I am missing a lot of things too. -- Rattler

Dealy, that was sooooo cool. You could become my main squeeze. -- Python

Rainstorm, you ran for cover. I stayed and whacked away. -- Cobra

Congrats to Lightning Rod,a fine, fine and deserving Duelmaster. -- Snake Charmer

Congrats to Hammer, who actually coaxed his stable out to fight. -- Snake Charmer

Congrats to Assur for, well, er, a, being Assur. -- Snake Charmer

New Players and Friendly Foes -- Aauurrgh Again! My Apologies Again! No Letter From 
Lapur this cycle either! But I did manage to locate an article I wrote regarding 
Wasted Wastes! -- Hammer / Minister of War, Duel 2 Sponsor, mgr of Audacious Stable
P.S. The DM 29 Lapur Arena still has room for more stables!

                                  LAST WEEK'S FIGHTS

MISSED CONNECTION devastated PYTHON in a 2 minute mismatched Challenge fight.
ASP handily defeated KHALHUMS DWARF in a 2 minute one-sided Title match.
FER-DE-LANCE vanquished DEALY in a 1 minute mismatched brawl.
BAD FOOD was savagely defeated by THE USEROUS MERCHANT in a 4 minute brutal fight.
COBRA butchered LOST LUGGAGE in a 1 minute uneven brawl.
NOSE DRIPPING FOE was defeated by CLOSTRIDIUM in a 2 minute struggle.
SAL MONELLA was savagely defeated by RATTLER in a 2 minute bloody brawl.
SIMPLEX was savagely defeated by SNEEZER MCGEEZER in a action packed 4 minute melee.
SHIGELLA lost to BURPING BELLFLOWER in a 2 minute gory duel.
RUDE STAFF won victory over EMBEZZLING SCRIBE in a 6 minute duel.
SNORTER MCWORTER overpowered MORDANT DESERTER in a 1 minute one-sided fight.
WHEEZER MCGEEZER handily defeated CONVICTED THIEF in a 2 minute one-sided bout.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|TOTAL PARRY                      5         LUNGING ATTACK    16 -   5 -  2      76  |
|BASHING ATTACK                   4         TOTAL PARRY       22 -  12 -  0      65  |
|STRIKING ATTACK                  3         PARRY-STRIKE       6 -   4 -  0      60  |
|AIMED BLOW                       2         STRIKING ATTACK   18 -  12 -  1      60  |
|LUNGING ATTACK                   1         AIMED BLOW        12 -  11 -  0      52  |
|PARRY-LUNGE                      1         SLASHING ATTACK    8 -   9 -  0      47  |
|PARRY-STRIKE                     1         BASHING ATTACK    19 -  27 -  2      41  |
|PARRY-RIPOSTE                    1         PARRY-RIPOSTE     11 -  17 -  0      39  |
|SLASHING ATTACK                  1         WALL OF STEEL      5 -   8 -  1      38  |
|WALL OF STEEL                    0         PARRY-LUNGE        3 -   5 -  0      38  |

Turn 618 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         2 -  0     PARRY-LUNGE        0 -  1         2  LUNGING ATTACK 
LUNGING ATTACK     1 -  0     PARRY-STRIKE       0 -  1         2  BASHING ATTACK 
BASHING ATTACK     3 -  1     PARRY-RIPOSTE      0 -  1         2  AIMED BLOW     
STRIKING ATTACK    2 -  1     SLASHING ATTACK    0 -  1         2  TOTAL PARRY    
TOTAL PARRY        3 -  2     WALL OF STEEL      0 -  0         1  STRIKING ATTACK
                                                                1  PARRY-LUNGE    
                                                                1  PARRY-STRIKE   

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  ASP 10867                   5   1  0   84 SNAKE IN THE GRASS (1855)
AIMED BLOW       FER-DE-LANCE 10871          5   1  0   43 SNAKE IN THE GRASS (1855)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is DEALY 10861.  The most popular warrior this turn was 
SNEEZER MCGEEZER 10873.  The ten other most popular fighters were MISSED CONNECTION 
10862, ASP 10867, CLOSTRIDIUM 10854, RATTLER 10868, BURPING BELLFLOWER 10875, 
FER-DE-LANCE 10871, COBRA 10870, NOSE DRIPPING FOE 10874, SNORTER MCWORTER 10872, and 
WHEEZER MCGEEZER 10876.

The least popular fighter this week was RUDE STAFF 10864.  The other ten least 
popular fighters were SAL MONELLA 10858, LOST LUGGAGE 10860, BAD FOOD 10863, DEALY 
10861, SHIGELLA 10833, SIMPLEX 10836, PYTHON 10869, WHEEZER MCGEEZER 10876, SNORTER 
MCWORTER 10872, and NOSE DRIPPING FOE 10874.