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