DUEL 2 NEWSLETTER
Date : 11/04/2022 Duedate: 11/17/2022
NOBLISH ISLAND ARENA
DM 93 TURN 621
This Week's Top Honors
THE DUELMASTER IS
SNEEZER MCGEEZER
AUDACIOUS STABLE (1856)
(93-10873) [6-0-1,58]
Chartered Recognition Leader Unchartered Recognition Leader
OLIVE SNEEZER MCGEEZER
ODD SQUAD (1712) AUDACIOUS STABLE (1856)
(93-10061) [5-2-0,36] (93-10873) [6-0-1,58]
Popularity Leader This Week's Favorite
DEALY SNORTER MCWORTER
BB AIR TRAVEL 2 (1854) AUDACIOUS STABLE (1856)
(93-10861) [7-3-0,29] (93-10872) [2-4-0,21]
THE CURRENT TOP TEAM
AUDACIOUS STABLE (1856)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. SNAKE IN THE GRASS (1855) 32
2. ODD SQUAD (1712) 24 ODD SQUAD (1712)
3. AUDACIOUS STABLE (1856) 16 Unchartered Team
4. BB AIR TRAVEL 2 (1854) -11
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) 29 16 1 64.4 1/ 1*AUDACIOUS STABLE (1856) 10 5 1
2/ 2*AUDACIOUS STABLE (1856) 18 12 1 60.0 2/ 2*SNAKE IN THE GRASS (1855) 9 6 0
3/ 0 ODD SQUAD (1712) 23 20 0 53.5 3/ 3 BB AIR TRAVEL 2 (1854) 5 9 0
4/ 3 BB AIR TRAVEL 2 (1854) 25 24 0 51.0 4/ 0 ODD SQUAD (1712) 3 2 0
5- 0*THE RAGING WARRIORS (268) 1 9 0 10.0 5- 0*THE RAGING WARRIORS (268) 1 0 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
Total Parry (The Ultimate Defensive)
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 usually 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". The Consortium calls it
a "winner".
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, but don't ignore ST.)
ST: max it (11+ to assure C carry level, but 13+ for LG (large shield). The more,
the better.
CN: max it (At least enough to get tremendous hit points. (Use
3.75CN+1.1SZ+0.4WL=80.26+)
SZ: any, but not really big (SZ 15+ reduces parry skills and seems to make the
warrior easier to hit)
WT: none (We can just train stats for a long time, before we get to training
skills)
WL: max it (15+, although success has been made with some at 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 in 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 a better parry
weapon)
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 in 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, or Terrablood's site, or Assur's site determine the
encumbrance, and armor and weapon weight of 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. This allows:
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 low numbers above one. 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 starting 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 a manager 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,
record wise, 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.
A special note: The Consortium is the only manager to have run multiple scum warriors
32,000+ minutes in fights. (In Face-To-Face Tournaments, 5 times.) The RSI programs
have since been altered to disallow that possibility.
-- Snake Charmer (from The Consortium Portfolio 10-24--2022)
***---------*---------*---------*---------**---------*---------*---------*---------***
What the Style?
"My opponents of style ___ keep beating me, but my representatives of that
style lose! Manager ___ seems to dominate with style ___! What style is
the best?!? What style should I make my warrior?"
These burning questions come up over and over again. And while it is true that not
all styles are equal, there are good reasons to use (and become proficient with) all
10 fighting styles. This article hopes to demystify some of questions above.
First, it is useful to understand that winning warriors win by being a pure offensive
(and these are the easiest to master), a pure defensive, or a hybrid of the two.
Below, I list the styles in approximate ease to learn and succeed with. I also say
which of the 'big four' weapons a style can use. These big four weapons are LO, SC,
BA, and BS and are often considered the best weapons in the game.
I try to give an overview of all strengths and weaknesses, but realize that the higher
your warriors advance in that game, the more the game favors attack and defense
skills. But during your warrior's career in basic, all of the skills are fairly well
balanced.
When I talk about tourney success, I am talking about winning it all! AB's, L's, and
STK's win more tourneys than the rest of the styles. Also realize that these
descriptions are intended to help you know how to design to a style's strengths and
hide their weaknesses.
Strikers -- The premiere pure offensive style. They learn decise and attack. Their
starting skills are relatively low (most notably their attack), but they conserve
endurance well and can use virtually every weapon. They are one of the strongest
tourney styles in basic. However because of their mostly one sided nature, they are
not as strong past graduation. They cannot be bonused in attack.
Total Parries -- The ultimate pure defensive warrior, but by virtue of their defenses
also make fine hybrid warriors. They learn defense and parry. Starting skills other
than defense and parry are poor and have the worst attack of any style. Moderate
endurance conservation and can use all of the 'big four' well suited. Usually
considered a 2nd tier tourney style and the large numbers of AB's in tourneys these
days makes life harder for TP's. However many managers have strategies and designs to
use for TP's to minimize their vulnerabilities to the most popular style around. TP's
have shown themselves competitive at virtually all levels of the game except the very
top (Years away for a new warrior). They cannot be bonused in parry.
Bashers -- I call them the poor man's striker. They are solid pure offensives and the
most popular pure offensive style to use for Tank Hybrids. They learn attack and
decisiveness. They start with very high offensive skills and very low defensive
skills. I put them in the middle for endurance conservation and have the worst weapon
selection of any style, unable to use any of the 'big four' well suited. They are one
of the weakest tourney styles at virtually all levels, but are better than average
against AB's early on. Past graduation, their usefulness is limited. They cannot be
bonused in decise or riposte.
Lungers -- The ultimate hybrid, but can be offensives or defensives. They learn init
and defense. They have the highest attack and defense in the game and the highest
overall starting skills. They burn endurance fast and have access to the LO. A top
tier tourney style at all levels (though perhaps never the favorite). They were once
the dominant style past graduation.
Walls of Steel -- Strong as hybrids or defensives. They learn init, parry and attack.
They are tied with lungers for highest overall starting skills. They burn endurance
fast and use SC, BA, and BS well suited. They can be competitive at most tourney
levels but are 2nd tier. They can only be bonused in attack or parry.
Slasher -- Another pure offensive style, harder to play because they don't learn
decise as fast as other offensives. They learn init and attack. A high attack style.
Somewhere between middle and high for endurance burn, they have access to all of the
'Big Four.'B They have been successful at most tourney levels but at best can be
considered a 2nd tier tourney style.
Parry-Strikers -- Can run as any of offensive, defensive, or hybrid. They learn parry
and decise. They have very low starting skills, including attack. They conserve
endurance perhaps better than any other style and can use all the 'Big Four.'B They
are shunned by tourney managers because of their poor learning in basic and their
typical horrible favorites in ADM. I rank them higher than the bottom three because
in basic, parry and decise are very, very useful and the other three are harder to
make win early on.
Aimed-Blows -- Can run as any of offensive, defensive, or hybrid. They learn attack
and riposte. With 21 deftness, they are second only to L's in best attack/defense.
The conserve endurance perhaps equal or better than PS's and can use LO and SC.
However they can use FI and gain a bonus to defense skills, making them the strongest
style past graduation. They are one of the big three tourney styles, but as strikers
dominate at the lower levels, aimed blows dominate at the upper levels (and rookies).
They cannot be bonused in decisiveness. What makes them hard to run early on is their
tendency to learn so much attack and riposte (which without other skills are not a
pure winning formula).
Parry-Ripostes -- Great hybrids, ok defensives. They learn riposte, parry, and
attack. Their skills are frustratingly low, especially in attack and defense. That
said, they are in the moderate area of endurance conservation and can use LO and SC.
Their best tourney success is in the lower tourneys, preying on strikers, but again,
2nd tier at best. One of the harder styles to master, especially because there aren't
many good wind up strategies for them (every one seems to run optimally slightly
differently).
Parry-Lungers -- Mostly run as hybrids, have succeeded as defensives or offensives.
They learn initiative and parry. Overall, their skills are strong, one of the higher
attack skill styles. They burn endurance like slashers and have access to LO and SC.
Traditionally one of the better styles in upper tourneys, not nearly as many of them
are being run in today's game because of their difficulties in basic and are often
considered a poor man's version of the lunger.
DUELMASTER'S COLUMN
Notes from the arena champ.
Asp me no questions and I shall tell you no lies. Indeed. It is again the mighty
Asp on the throne of Noblish Island. Again. Six times! Siv, I say. Is no one able to
dethrone the champion asp? I say not. Not an Audacious. Not a BB Air. Not anyone.
However, it shows not their incompetence, but rather the domination of the Asp.
So I warn all. Beware. The bite of the asp is deep, and poisonous. I advise
avoiding asps as your best strategy. Indeed, avoid all snakes. You shall be glad you
did.
-- Asp DMVI
SPY REPORT
Welcome NOBLISH ISLAND. I, Olaf Modeen remember this place well. Many the
fights have I fought here. The celebrations, the disappointments... The crowds were
amazed this turn, as VETERAN MERCENARY killed the Duelmaster, ASP, leaving SNAKE IN
THE GRASS in mourning. So now SNEEZER MCGEEZER gets to be NOBLISH ISLAND's
Duelmaster. But what comes around goes around. Advice to fighters with a 1
will--give up fighting!
Speaking of cowardly avoiders and unfair challenges... The most avoided team
was BB AIR TRAVEL 2. Management must be dealin', as the boys at SNAKE IN THE GRASS
ain't reelin'! BB AIR TRAVEL 2's mad! What do people see in SNEEZER MCGEEZER? Hers
6-0-1? AUDACIOUS STABLE ain't talkin', but she's got 58 points. FER-DE-LANCE of
SNAKE IN THE GRASS knows how to pick 'em. She challenged DEALY of BB AIR TRAVEL 2
who is up by 18. Now was this a wise move? FER-DE-LANCE perhaps got hers just
desserts, seeing as she beat DEALY and ended up with 51 recognition points.
There have been some calls to lengthen the time limit. Do you want the fighters
to walk away, or not? COBRA of SNAKE IN THE GRASS didn't know when to quit. When
you've got a 4-5-1, that's a good sign. Now he's dead. How long have I been here?
I got people to see, places to go...
Who knows what the future holds for a warrior. More fights, there's no doubt.
Are you as tired of reading this as I am of writing it? Actually, I guess I'm
writing it before you read it. Oh, well. I don't want to overstay my welcome...--
Olaf Modeen
DUELMASTER W L K POINTS TEAM NAME
SNEEZER MCGEEZER 10873 6 0 1 58 AUDACIOUS STABLE (1856)
ADEPTS W L K POINTS TEAM NAME
RATTLER 10868 5 4 0 53 SNAKE IN THE GRASS (1855)
FER-DE-LANCE 10871 6 3 0 51 SNAKE IN THE GRASS (1855)
OLIVE 10061 5 2 0 36 ODD SQUAD (1712)
CHALLENGER INITIATES W L K POINTS TEAM NAME
JINXEE 9988 7 3 0 33 ODD SQUAD (1712)
MS. O 10073 4 2 0 31 ODD SQUAD (1712)
DEALY 10861 7 3 0 29 BB AIR TRAVEL 2 (1854)
PYTHON 10869 8 1 0 27 SNAKE IN THE GRASS (1855)
NOSE DRIPPING FOE 10874 4 2 0 26 AUDACIOUS STABLE (1856)
INITIATES W L K POINTS TEAM NAME
MISSED CONNECTION 10862 6 4 0 22 BB AIR TRAVEL 2 (1854)
SNORTER MCWORTER 10872 2 4 0 21 AUDACIOUS STABLE (1856)
RUDE STAFF 10864 5 5 0 20 BB AIR TRAVEL 2 (1854)
BURPING BELLFLOWER 10875 3 3 0 20 AUDACIOUS STABLE (1856)
EXTRA CHARGES 10889 1 1 0 18 BB AIR TRAVEL 2 (1854)
OAK 10062 4 2 0 14 ODD SQUAD (1712)
ODDO 10060 3 4 0 14 ODD SQUAD (1712)
BAD FOOD 10863 2 8 0 14 BB AIR TRAVEL 2 (1854)
WHEEZER MCGEEZER 10876 3 3 0 13 AUDACIOUS STABLE (1856)
-RENN 1889 1 0 0 5 THE RAGING WARRIORS (268)
'-' 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 REVENGED
ASP 10867 6 3 0 SNAKE IN THE GR 1855 VETERAN MERCENAR 621 NONE
COBRA 10870 4 5 1 SNAKE IN THE GR 1855 SNEEZER MCGEEZE 10873 621
PERSONAL ADS
Hair Club 4 Men, welcome to Noblish Isle. We are glad to have you. -- Snake Charmer
Assur, Hammer, Snake Charmer -- what busts! We are not doing our job! Let's paste up
the next NL, eh? -- Snake Charmer (who just received disciplinary action from The
Consortium for lack of performance.)
Bad Food, there is no such thing as bad food. Indeed, you were rather tasty! (slurp!)
-- Python
Rude Staff, take that, you meanies. (One for the Gipper and none for the Assur.) --
Rattler
Venomous Concubine, I told you I would NOT let you have your way with me again, Lady.
Take that! -- Asp, Duelmaster
Sneezer McGeezer, I salute your talent. (But, wear a mask, will you?!) -- Fer-De-Lance
Dealy, lucky for you, Snake Charmer told me to take it easy on Assur's stable. He said
he was worried about the guy. (wink) -- Cobra
Beware the snakes! They are in their last feedings before hibernation. -- Snake
Charmer
LAST WEEK'S FIGHTS
COBRA was dealt death by SNEEZER MCGEEZER in a 2 minute Challenge Title fight.
FER-DE-LANCE vanquished DEALY in a 1 minute uneven Challenge battle.
PYTHON outlasted RUDE STAFF in a dull 24 minute Challenge fight.
ASP was dealt death by VETERAN MERCENARY in a 1 minute gory contest.
RATTLER overpowered THE USEROUS MERCHANT in a 1 minute mismatched match.
MISSED CONNECTION was devastated by JINXEE in a 2 minute one-sided duel.
OLIVE devastated WHEEZER MCGEEZER in a 1 minute mismatched match.
BURPING BELLFLOWER slimly lost to MS. O in a 2 minute fight.
OAK was viciously subdued by EXTRA CHARGES in a action packed 3 minute gruesome melee.
ODDO was viciously subdued by NOSE DRIPPING FOE in a 7 minute gruesome fight.
BAD FOOD lost to SNORTER MCWORTER in a popular 4 minute brutal fight.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|TOTAL PARRY 5 LUNGING ATTACK 12 - 2 - 0 86 |
|BASHING ATTACK 4 PARRY-STRIKE 8 - 4 - 0 67 |
|AIMED BLOW 3 WALL OF STEEL 2 - 1 - 1 67 |
|STRIKING ATTACK 2 TOTAL PARRY 27 - 15 - 1 64 |
|PARRY-RIPOSTE 1 AIMED BLOW 13 - 9 - 0 59 |
|LUNGING ATTACK 1 SLASHING ATTACK 5 - 5 - 0 50 |
|SLASHING ATTACK 1 BASHING ATTACK 19 - 23 - 1 45 |
|PARRY-LUNGE 1 PARRY-RIPOSTE 7 - 10 - 0 41 |
|PARRY-STRIKE 1 STRIKING ATTACK 11 - 16 - 0 41 |
|WALL OF STEEL 1 PARRY-LUNGE 3 - 9 - 0 25 |
Turn 621 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:
PARRY-RIPOSTE 1 - 0 TOTAL PARRY 2 - 3 3 AIMED BLOW
LUNGING ATTACK 1 - 0 PARRY-LUNGE 0 - 1 2 TOTAL PARRY
SLASHING ATTACK 1 - 0 PARRY-STRIKE 0 - 1 2 BASHING ATTACK
AIMED BLOW 2 - 1 WALL OF STEEL 0 - 1 1 LUNGING ATTACK
STRIKING ATTACK 1 - 1 1 PARRY-STRIKE
BASHING ATTACK 2 - 2 1 PARRY-RIPOSTE
1 STRIKING ATTACK
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
TOTAL PARRY SNEEZER MCGEEZER 10873 6 0 1 58 AUDACIOUS STABLE (1856)
BASHING ATTACK RATTLER 10868 5 4 0 53 SNAKE IN THE GRASS (1855)
AIMED BLOW FER-DE-LANCE 10871 6 3 0 51 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
SNORTER MCWORTER 10872. The ten other most popular fighters were EXTRA CHARGES
10889, COBRA 10870, RATTLER 10868, MS. O 10073, NOSE DRIPPING FOE 10874, BAD FOOD
10863, SNEEZER MCGEEZER 10873, FER-DE-LANCE 10871, MISSED CONNECTION 10862, and
JINXEE 9988.
The least popular fighter this week was PYTHON 10869. The other ten least popular
fighters were RUDE STAFF 10864, ODDO 10060, OAK 10062, WHEEZER MCGEEZER 10876, ASP
10867, DEALY 10861, BURPING BELLFLOWER 10875, OLIVE 10061, JINXEE 9988, and MISSED
CONNECTION 10862.
Here are the stylemaster winners from FTF 67 in DC.
Congrats to all!
200 PS - CARTMAN 7-4034
200 TP - LINT 48-1380
200 ST - RALTUMAN OMELET 78-2857
200 BA - DMITRI 3-2461
200 PR - SIKAMIKANICO 7-2681
200 WS - RED DAWG 41-2689
200 PL - GEOMANCER 18-4166
200 SL - LEGACY 18-5620
200 LU - TARAD 18-181
200 AB - SMALL POX 84-18995
201 ST - CEER 96-1537
201 SL - ZEALOT 6-3656
201 PS - CADILLAC DUARDO 18-2130
201 BA - BUTCH 66-1831
201 PR - CHOOSE GOOSE 40-4592
201 TP - SPARE ANCHOR 18-9610
201 PL - AFTER 10 BEERS! 84-21651
201 LU - GROND 69-8678
201 WS - FURIOUS GORGE 3-6923
201 AB - MUSH 84-27306
202 PS - JASON VOORHEES 97-4408
202 ST - EERIEST EXPECTATION 84-319
202 BA - CYCLOPS 7-4625
202 PL - ABCESS 18-10356
202 SL - ONE MIC 36-7580
202 TP - VANGUARD 4-5966
202 PR - MAXIMILLIAN 96-5272
202 WS - HIGH-END BUN 65-7554
202 LU - DREAM CATCHER 74-3177
202 AB - TWIG 82-25226
203 ST - CADEX CFM 18-3366
203 BA - SUNGLASSES 73-3223
203 WS - METAL BRACE 7-6453
203 SL - LEAPS INTO THE AIR 75-85
203 TP - COLOSSEUM HALLS 1-8871
203 PR - DREAM OF DAY 30-4750
203 PL - COREA 12-7086
203 PS - SOLO 40-4614
203 LU - WATERLOO 16-6545
203 AB - SHEMP 18-10958
204 SL - SPYMUSTARD 43-4972
204 LU - NEVERMORE 9-5846
204 WS - BUFFALOCALYPSE 96-6114
204 PL - NESTORIUS 98-6356
204 AB - WORTH THE HEADACHE 86-3737
204 PS - MAJOR CINNAMON 97-6894
204 BA - JAROBI 24-5158
204 TP - RARE BREED 28-5350
204 ST - END OF TIME 22-7377
204 PR - ROLLY 74-4656
205 PS - GUY 'N ANNE 18-10794
205 BA - MAD WORLD 4-7431
205 PL - FULL OF HOT AIR 82-16328
205 WS - VERALCHE 84-24771
205 SL - DOUBLE DOWN 84-57437
205 PR - DEVIL LINT 85-3009
205 ST - INFERNAL SNIT 84-44010
205 LU - ELVIS 85-7038
205 AB - DOLEMITE 85-24265
205 TP - GLINT 85-33
206 PS - HARVEY WALLBANGER 7-5737
206 PR - NIGHTMARE 85-49357
206 PL - RODMAN 86-22633
206 BA - IN SITU 18-11079
206 WS - PHANTOM OF THE LLAMA 73-70
206 SL - VETERAN 85-46550
206 TP - CHAINSAW 85-47069
206 LU - DOOM BAGELS 86-7810
206 ST - TAKEDOWN 85-44143
206 AB - EVIL TRIBBLE 85-52462
207 WS - DEFENDER 86-7919
207 BA - FIREWALL 54-3322
207 TP - TEMPEST 86-18400
207 PS - MILKSHOOK 86-7284
207 PL - WHISPERJACK 86-14525
207 AB - CONDITION 86-7094
207 PR - BAD MOON RISING 86-16673
207 SL - XOLV 3-8180
207 ST - DEATH SLALKER 86-9029
207 LU - MUKTUK 43-5425
208 PS - ASPIDISKE 78-3519
208 WS - NEGATIVE REGRET 14-5611
208 PL - TERRIBLE DRUID 86-20918
208 SL - ORLANDO FRAZIER 85-51564
208 TP - MARGTA 25-6282
208 LU - ALNAIR 50-4070
208 PR - HIGH PLAINS QUEEN 4-7542
208 AB - EVIL BUMP KNEED 61-4432
208 BA - XYN 25-6325
208 ST - DARKSTAR 10-6736
209 PL - M.V.P. 73-8951
209 PS - THE PERSIAN 2-6662
209 PR - STEEL E STAIR 85-28334
209 AB - KEEP IT CLASSY 3-8243
209 TP - STUBBS 86-8387
209 LU - GHOSTFIRE 86-21652
209 ST - JANKY 74-4868
209 WS - PANFORTE 86-8417
209 BA - USPS 86-17811
209 SL - SOUL SHADOW 86-20893
210 SL - AFTER SCHOOL AGGRO 86-1044
210 PS - UNTAMED SAVAGERY 75-4051
210 PR - OORKE 51-6384
210 BA - MILKSHAKE 87-1949
210 PL - SONNY ROOF 28-5898
210 WS - REGRET 87-1903
210 LU - PERPLEXED HEMP 85-54912
210 ST - AVIAG 87-1882
210 AB - NIGHT HUNGER 51-6302
210 TP - ROMAN 87-2112