DUEL 2 NEWSLETTER

Date   : 12/02/2022    Duedate: 12/15/2022

NOBLISH ISLAND ARENA

DM 93    TURN 623

This Week's Top Honors

THE DUELMASTER IS

SNEEZER MCGEEZER
AUDACIOUS STABLE (1856)
(93-10873) [8-0-1,84]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              SNEEZER MCGEEZER
                               AUDACIOUS STABLE (1856)
                               (93-10873) [8-0-1,84]

Popularity Leader              This Week's Favorite

SNEEZER MCGEEZER               PLAYER
AUDACIOUS STABLE (1856)        BB BACHELOR (1860)
(93-10873) [8-0-1,84]          (93-10896) [2-0-0,25]

THE CURRENT TOP TEAM

BB BACHELOR (1860)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. BB BACHELOR (1860)            50 
2. AUDACIOUS STABLE (1856)       22    RAGE (388)
                                       Unchartered Team

                                       BB BACHELOR (1860)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*BB BACHELOR (1860)        10   0  1 100.   1/ 3*BB BACHELOR (1860)       10  0 1
 2/ 0*AUDACIOUS STABLE (1856)   24  16  1 60.0   2/ 0*AUDACIOUS STABLE (1856)   9  6 1

    '*'   Unchartered team                       '-'  Team did not fight this turn
   (###)  Avoid teams by their Team Id          ##/## This turn's/Last turn's rank

                                    TEAM SPOTLIGHT

                                 BASHING BASHERS!!!!
                              Is Purely Discrimination!

     Are Bashers misunderstood? Well, The Consortium Family certainly thinks so; 
therefore, let's examine some facts and a few opinions. (Note: so does Hammer, so you 
may wish to go back to Noblish Isle DM93 newsletter, turn 581 -"Another Look At 
Bashers"-, and reread his comments.)
     First, what, typically, is said about bashers? Sadly, I have heard these 
statements all within the past month. "Don't make bashers." "Bashers are the worst 
style." "Bashers are a no no, since they have a lousy weapon selection," "Anyone who 
makes a basher ought to be shot!" "Bashers are worthless; they can't TC." "Bashers 
don't win much." Enough of those discriminatory words, I say! Let's get to some facts.

Can bashers TC? Well, certainly; and they do. Bashers have TC'd 26 times. (Yes, 26 and not zero as some imply.)

     Once in the 1980's.
     Fourteen times in the 1990's.
     Four times in the 2000's.
     Six times in the 2010's.
     Once already in the 2020's.

     Only two bashers (Piledriver and Baffle) have TC'd twice, hence twenty-four 
different bashers have TC'd. Six of those TC's were as immortal warriors (One in 
Primus) and twenty were as mortals in classes Rookie through Champions.
     The Consortium knows first-hand that bashers can TC, as:

     Daniel Webster -- October 1998 Mailer
     Skulk -- October 2003 Mailer
     Bismuth Bender -- July 2011 Face-To-Face (Milwaukee)

have all done it. The Consortium is believed to be the first and only three-time 
basher TCer. What did those three particular Consortium warriors have in common? None 
were significantly blessed; all were godlingish designs; all had 17 Will (WT/WL = 
21/17, 17/17, 21/17); and all were run by The Consortium Conglomerate.
     Well, then, sure, those three TCs were sort-of godlings, but "normal" bashers 
cannot win, can they?. Do they? Listen to this! The Consortium is running 22 non-
sandbagger bashers in current arenas and their overall arena record is 121-57-8, w/l = 
.680. (They also have an overall tournament record of 46-33-1 = .582, with 3 
TVs.)Let's randomly select half of those and examine the facts. (note: data as of June 
1, 2021.)
     The roll of the die selected the following 11, which had a total arena record of 
56-23-6 = .709. These are the designs:

     13-5-15-15-15-14-7                      13-4-11-21-15-9-11  
     21-6-14-5-9-12-7                        15-5-13-11-21-12-7  
     17-8-11-15-9-9-11                       15-4-9-15-21-9-11   
     13-10-14-15-17-4-11                     18-4-9-17-17-12-7   
     13-8-12-7-21-16-7                       14-4-11-13-21-8-13  
     12-10-11-15-17-12-7
     
     What do these arena warriors have in common? All have high ST. (12+) Most have 
high WL. (although 9 works.) None are small. (all 9+ SZ.) Most have low CN. (ranging 
from 4 to 10.)(The "average" of these warriors would make an approximate 14-6-12-15-
17-11-9 fighter.) So, bashers CAN fight and bashers CAN win!
     A lot is said about "lousy basher weapon selection". And, in a way, that might be 
so. One reason for that feeling may be that bashers are not suited for the scimitar 
(SC), the weapon many (or most) consider the best weapon in the game. After all, 
bashers don't slice and dice, they whack! And bashers are suited for the two weapons 
most feel are the worst in the game -- the war flail (WF), commonly called the 
"whiffle", and the morning star (MS). Here are the basher weapons: 

     GA, GS, HL, MA, ML, MS, QS, WF, WH, and the 3 shields. 

Some are hard to "qualify" for, as they require 15+ ST. (GS, HL, ML) But when they 
hit, they hit hard! That strength need can be a disadvantage for many designs, taking 
away points more desirable elsewhere in design. Two, as mentioned above, are 
considered the worst in the game. (WF, MS) That leaves few to choose from, and all but 
one "require" 13 ST to use suitably. But, The Consortium is a big user of the 
quarterstaff (QS), war hammer (WH), and great axe (GA), and not at all adverse to the 
mace (MA). He has also been known to often use, and win with, those three regularly on 
styles other than bashers:

     QS on strikers (ST)
     WH on strikers (ST), total parries (TP) and pikers. (PS)
     GA on wall-of-steels (WS)and slashers (SL)

So, maybe those weapons are not quite so bad as some managers think.
     Which brings us back to the title of this spotlight "Bashing Bashers". Bashers do 
get bashed and discriminated against. And perhaps, as was outlined above, that is one 
large pile of bashed cow patties. Enjoy bashers -- they get it done.

                      -- Snake Charmer a Consortium affiliated Manager (November 2022)

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

                             PARRY RIPOSTES, ASSUR'S WAY

    The Consortium and I recently reviewed all the articles found at the bottom of the 
newsletter. We were both unhappy with them and so I've decided to start a new set of 
articles which I believe are more up to date with today's game. Note that EVERY 
ARTICLE on how to make a certain style is loaded with biases and opinions. There is no 
absolute right and wrong. But I'll tell you how I've found success with various 
styles. My first undertaking is the Parry Riposte style.
    My focus is how to make a hybrid Parry Riposte. (Scum Rippers are also very viable 
and I just TC'd the Freshman tourney with a classic scum ripper). Ever since I started 
playing I've liked the Parry Riposte style. But I wasn't very good with them until I 
learned what they 'really' need.  I don't run an excess of them, but I believe I have 
a good understanding of them.
    Interestingly, my minimums for a good parry riposte are fairly easy to describe. 
GOOD or better damage and enough Parry/Carry/Hit Points. Sure there are successful 
parry rips with less than good damage. But I don't run them (anymore). Parry Ripostes 
don't try to hold the initiative in general, so you need to make your attacks count. 
You also have a lower skill base than almost every other style. Even more reason to 
make your opportunities count with more damage. Sure I'd love to only run great damage 
and better, but that is too many points to invest in strength and size.
    'Enough' Parry, Carry and Hit Points is harder to quantify. Note that strength 
gives parry and carry (and damage), so strength is a good place to invest points on 
your ripper. The breakpoints for strength that are relevant:

                      9: SS/SC
                     11: LO/LS
                     15: An additional parry skill
                     17: An additional parry skill
                     21: Two additional parry skills

It is strongly believed that the wording of your encumbrance statement is only a 
marker. So more strength gives more encumbrance, irrespective of your statement. The 
encumbrance formula that many people use for how much weight you can carry is (STR + 
(LESSER OF STR/CON) -- 6).  Note that STR is VERY important in this formula. 
Regardless, the idea of the parry/carry/hp theme is that you need to withstand your 
opponent's attack. I like to have at least two of the three on the higher side. Parry 
comes from STR/WIL/DFT and inverse of SIZ (3 size gives many parry skills, 21 takes 
away). Hit points come from CON, SIZ, and WIL (mostly CON).
   There are many ways to make PR's, but this can get you started:

            STR: 9+
            CON: more is better, hit points are a primary need
            SIZ: 14- (14 or less, you start losing parry at 15)
            WIT: any really, but more is better (see weapons, though)
            WIL: 7+ (lots of variation here. skill breakpoints: 7, 15, 17, 21)
            SPD: less is better (gives more points where you want them)
            DFT: 11+ (Some people say much higher, I am in the 11 deftness camp)

As you see, I have very few stat requirements on my PR's. I'm all about the 4 things I 
mentioned above.
    Weapons: SC & LO are the staple weapons. In case you don't remember or know, the 
stat requirements are: SC (9 str/11 wit/11 dft) and LO (11 str/13 wit/11 dft). SS & LS 
work for low wit Rippers. EP and SH are the only other weapons they are well suited 
too (and they have NO marginally suited weapons). 
    Armor: I've never had or tried to run a dodge based Ripper. They start with the 
lowest defense skill in the game, so parry is where it is generally at. So, armor is 
not a bad thing at all. Remember I mentioned you want carry ability?!? It is to wear 
armor! Most of my Rippers wear ASM or APM/APA. I will change it up and use ACM at 
times. And if my carry is low, I suffer with APL or ARM.
    Strategy: Do NOT, usually, carry/wear too much armor and weapons. The penalties 
for over-encumbering your warrior are harsh, get worse and worse, and are not directly 
shown anywhere in the fight. 
    As far as rhythm, I highly, highly recommend running on your warrior's favorite 
rhythm. Unfortunately, you don't find those values until after your warrior graduates. 
So you have to guess. I usually start a warrior at 4-6 at the beginning of his career 
and then experiment until I find where he fights best. Rippers require more TLC that 
most styles. Send a striker out with 10-10 and he runs great. Some rippers do 
fantastic at 4-6 and some do not. You have to find what works for yours. If you aren't 
willing to tinker and optimize, they are not a great style to run and expect success 
with.
    Examples: (these are the last 4 PR's I've graduated -- at time of writing): 

    She is a parry-riposte with ST=17 CN=15 SZ=10 WT=6 WL=21 SP=4 DF=11. (This is my 
    Freshman TC. Really just a scum, but also meets my 'minimums') 

    He is a parry-riposte with ST=10 CN=11 SZ=7 WT=7 WL=21 SP=7 DF=21. (This is the 
    warrior that made me say good damage is a requirement. With two strength trains, 
    he still had normal damage. His basic career was mediocre because of it. He is 
    training for a future bust in Freshmen and those 21's look very, very pretty now 
    -- update when this warrior 'busted' in Freshmen class, he was the runner up, 
    losing to another busting warrior, an Aimed Blow) 

    He is a parry-riposte with ST=21 CN=8 SZ=11 WT=21 WL=7 SP=3 DF=13. (I love this 
    design and would use it again without hesitation) 

    He is a parry-riposte with ST=12 CN=12 SZ=4 WT=15 WL=21 SP=7 DF=13. (An earlier 
    design. I wouldn't make this a ripper today. He did start with normal damage which 
    made him great. But the chance (~40%) for little damage is too much for me to risk 
    this setup on a PR in the future -- especially when I want GOOD damage on PR's)
    AND not my warrior, but... 17-14-4-17-7-8-17 PR (This is Daydream Believer, the best Parry Riposte ever to grace the sands. The numbers alone are not what made DD great, but it is a fine example of how to make a PR. DDB TC'd Rookies, Adepts, Champions

    Advantages of the Parry Riposte Style: Very common to get LO & SC faves, rhythms 
are usually very runnable. Their natural learning is perfect. Good Rippers can be made 
from otherwise low value setups (think of low will setups)
    Disadvantages of the Parry Riposte Style: Low skill base. You usually can't just 
give them a single strategy at the beginning and let them run forever on it. Often 
misunderstood.
    Best Matchups:  Rippers were intended to be the anti-striker style. That said, 
strikers are so good that while it is a good matchup, it isn't an auto-win by any 
means. Some Parry Ripostes are also good scum hunters.
    Worst Matchups:  Aimed Blows are the bane to almost every hybrid and defensive 
style in the game. Parry Ripostes are not exception to this. Slashers are also pretty 
tough, but nothing like Aimed Blows.

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

Hammer has been so [Sneeze] busy with Real Life [Sneeze] studies and the demands of 
[Sneeze] reading and [Sneeze] writing that he has been losing track of the [Sneeze] 
due dates for this [Sneeze] and other [Sneeze] arenas!

I did [Sneeze] succeed in [Sneeze] killing that [Sneeze] Snake In The Grass to 
[Sneeze] seize the Noblish Island [Sneeze] Throne!

Veteran Mercenary almost [Sneeze] died in the [Sneeze] Infirmary from our recent 
[Sneeze] battle!

I [Sneeze] hope the [Sneeze] New Year brings some more [Sneeze] New Players to our 
[Sneeze] arena!

Please [Sneeze] pass me a [Sneeze] hankie!

Enjoying the [Sneeze] View from the [Sneeze] Top!

                                          -- Sneezer McGeezer of Audacious Stable

                                      SPY REPORT

     Good day, friends and fiends, welcome to your friendly neighborhood spyreport.  
I doubt NOBLISH ISLAND will ever be the same.  It seems the training can make the 
difference, as AUDACIOUS STABLE is pushed out of top team by BB BACHELOR, who came 
from 3rd with a 5-0-1 this turn.  And let's see, NOSE DRIPPING FOE fought DANGEROUS 
CRIMINAL and gained 18 points and contributed to AUDACIOUS STABLE's 3-2-0.  BURPING 
BELLFLOWER has lost to PLAYER, falling 8 points, while helping make AUDACIOUS STABLE 
a 3-2-0 turn.  Defending hers title for another turn, SNEEZER MCGEEZER kept NOBLISH 
ISLAND's warrior, VETERAN MERCENARY, from claiming the throne.  Can someone confirm a 
rumor for me?  I hear the top team makes their losing fighters do dishes at The 
Swinging Aardvark until they win.  Maybe?   
     Oriental wise man once say, 'Hiding behind shields prevents proper sun tanning.' 
Inscrutable, but true.   
     A coward dies a thousand deaths, a brave man only once.  Wise men know this to 
be true.  Is it really true that NOBLISH ISLAND has more dishwashers per capita that 
fighters?  Just thought I'd ask...   
     Thought for the day, a new sword shines bright, but the notched sword sings the 
sweetest.  It's been nice chatting with you, until we meet again, keep your swords 
sharp and your hammers heavy.  Until the sun next rises and my pen sets to paper-- 
Alarond the Scribe  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 SNEEZER MCGEEZER 10873        8   0  1  84         AUDACIOUS STABLE (1856)   

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 NOSE DRIPPING FOE 10874       5   3  0  42         AUDACIOUS STABLE (1856)   
 SNORTER MCWORTER 10872        4   4  0  35         AUDACIOUS STABLE (1856)   

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 PARTY 10899                   2   0  0  30         BB BACHELOR (1860)        
 PLAYER 10896                  2   0  0  25         BB BACHELOR (1860)        

INITIATES                      W   L  K POINTS      TEAM NAME                  
 UNCLEAN 10898                 2   0  0  22         BB BACHELOR (1860)        
 ONE NIGHT STAND 10895         2   0  0  20         BB BACHELOR (1860)        
 NO CARES 10897                2   0  1  19         BB BACHELOR (1860)        
 WHEEZER MCGEEZER 10876        4   4  0  16         AUDACIOUS STABLE (1856)   

INITIATES                      W   L  K POINTS      TEAM NAME                  
 BURPING BELLFLOWER 10875      3   5  0  14         AUDACIOUS STABLE (1856)   

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
PERSISTANT BEGGA        0  0 0                      NO CARES 10897        623  NONE

                                     PERSONAL ADS

Great spotlights, Assur. Interesting idea to work with the "not as common" styles! -- 
The Consortium

A great finish for Snake In The Grass at 3-0. (Two new RUs did not make it in in time 
10-6-10-17-15-9-17 PL and 17-16-17-5-16-5-8). Well done Snake charmer. --The 
Consortium

All hail Sneezer McGeezer (and Hammer) a mighty Duelmaster. -- The Consortium

New team not in hand, hence no new Consortium Team on Noblish Island this round. -- 
The Consortium

                                  LAST WEEK'S FIGHTS

SNEEZER MCGEEZER bested VETERAN MERCENARY in a 6 minute Title fight.
NOSE DRIPPING FOE bested DANGEROUS CRIMINAL in a 1 minute brutal duel.
SNORTER MCWORTER handily defeated CULT MEMBER in a 1 minute one-sided match.
BURPING BELLFLOWER slimly lost to PLAYER in a crowd pleasing 3 minute gory brawl.
WHEEZER MCGEEZER was luckily beaten by ONE NIGHT STAND in a 7 minute bloody match.
PARTY devastated EMBEZZLING SCRIBE in a 1 minute one-sided duel.
NO CARES viciously butchered PERSISTANT BEGGAR in a 1 minute bloody amateur's match.
UNCLEAN overpowered MORDANT DESERTER in a action packed 1 minute uneven melee.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|TOTAL PARRY                      3         LUNGING ATTACK     9 -   1 -  0      90  |
|AIMED BLOW                       1         AIMED BLOW        14 -   6 -  0      70  |
|PARRY-LUNGE                      1         TOTAL PARRY       28 -  13 -  1      68  |
|PARRY-STRIKE                     1         PARRY-STRIKE       8 -   4 -  0      67  |
|PARRY-RIPOSTE                    1         SLASHING ATTACK    5 -   4 -  1      56  |
|SLASHING ATTACK                  1         STRIKING ATTACK   11 -  13 -  0      46  |
|STRIKING ATTACK                  1         BASHING ATTACK    16 -  20 -  1      44  |
|BASHING ATTACK                   1         PARRY-RIPOSTE      6 -   8 -  0      43  |
|LUNGING ATTACK                   0         PARRY-LUNGE        5 -   7 -  0      42  |
|WALL OF STEEL                    0         WALL OF STEEL      0 -   1 -  0       0  |

Turn 623 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         1 -  0     LUNGING ATTACK     0 -  0         3  TOTAL PARRY    
PARRY-LUNGE        1 -  0     BASHING ATTACK     0 -  1         1  PARRY-RIPOSTE  
PARRY-STRIKE       1 -  0     WALL OF STEEL      0 -  0         1  STRIKING ATTACK
PARRY-RIPOSTE      1 -  0                                       1  PARRY-STRIKE   
SLASHING ATTACK    1 -  0                                       1  PARRY-LUNGE    
STRIKING ATTACK    1 -  0                                       1  AIMED BLOW     
TOTAL PARRY        2 -  1                                       1  SLASHING ATTACK
                                                                1  BASHING ATTACK 
                                                                1  WALL OF STEEL  

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
TOTAL PARRY      SNEEZER MCGEEZER 10873      8   0  1   84 AUDACIOUS STABLE (1856)
PARRY-RIPOSTE    NOSE DRIPPING FOE 10874     5   3  0   42 AUDACIOUS STABLE (1856)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is SNEEZER MCGEEZER 10873.  The most popular warrior 
this turn was PLAYER 10896.  The ten other most popular fighters were BURPING 
BELLFLOWER 10875, WHEEZER MCGEEZER 10876, SNEEZER MCGEEZER 10873, NO CARES 10897, 
UNCLEAN 10898, NOSE DRIPPING FOE 10874, SNORTER MCWORTER 10872, PARTY 10899, ONE 
NIGHT STAND 10895, and  0.

The least popular fighter this week was ONE NIGHT STAND 10895.  The other ten least 
popular fighters were PARTY 10899, SNORTER MCWORTER 10872, NOSE DRIPPING FOE 10874, 
UNCLEAN 10898, NO CARES 10897, SNEEZER MCGEEZER 10873, WHEEZER MCGEEZER 10876, 
BURPING BELLFLOWER 10875, PLAYER 10896, and  0.

                            WINTER FACE-TO-FACE IN TEMPE!

We hope you will join us at our winter FTF in Tempe, AZ, January 13-15, 2023! It will 
be held at our usual Embassy Suites Hotel in Tempe, Arizona (480-897-7444).  Room 
rates are $184.00 per night, 1-2 occupancy, which includes full cooked breakfast, 
complimentary manager's reception, free airport shuttle, free parking and free high 
speed internet.  There's a fitness center, jacuzzi, and pool.  The rooms are blocked--
the code is "Duelmasters2023."  

      The official block cutoff is December 12 so make your reservations ASAP!
             The hotel reservation site is:  http://tinyurl.com/FF68inTempe 

Please note that doubles are limited.  As always, if the block is full, please make 
your reservation the best you can (book a king, and/or book at normal rates) and let 
us know and we'll work with the sales office to get them to correct your reservation. 

We look forward to seeing you in January! -- RSI