DUEL 2 NEWSLETTER

Date   : 02/24/2023    Duedate: 03/09/2023

NOBLISH ISLAND ARENA

DM 93    TURN 629

This Week's Top Honors

THE DUELMASTER IS

WW II
SILENT GENERATION (1861)
(93-10906) [4-2-0,41]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              WW II
                               SILENT GENERATION (1861)
                               (93-10906) [4-2-0,41]

Popularity Leader              This Week's Favorite

MCCARTHY                       SPAM
SILENT GENERATION (1861)       SILENT GENERATION (1861)
(93-10902) [4-2-0,33]          (93-10903) [4-2-0,33]

THE CURRENT TOP TEAM

SILENT GENERATION (1861)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. SILENT GENERATION (1861)      31 
                                       SUBJUGATORS (617)
                                       Unchartered Team

                                       SILENT GENERATION (1861)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1- 1*KOGA (613)                 1   0  0 100.   1/ 2*SILENT GENERATION (1861)  9  6 1
 2/ 3*SILENT GENERATION (1861)  21   9  1 70.0   2- 1*BB BACHELOR (1860)        7  2 0
 3- 2*BB BACHELOR (1860)        22  12  1 64.7   3- 3*KOGA (613)                1  0 0
 4- 4*THESE SCHMUCKS (1859)      0   1  0  0.0   4- 4*THESE SCHMUCKS (1859)     0  1 0

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

                                    TEAM SPOTLIGHT

D2 -- DUELMASTERS

The battle axe swings with awesome cutting power!
The Grim Lord is hit in the chest. It is an awesome blow! He sinks slowly to the 
ground.
Gambit has learned a riposte action and achieved advanced expert in riposte.
Black Lung will fight at Champions in the next tournament.
Veteran Mercenary is dangerously stunned and cannot keep fighting!
It is a Proud Day for Lady Warriors as Colestah has ascended the Duelmaster's Throne.
Red was butchered by Longbow in a one minute mismatched challenge!

D2, the play-by-mail (not play-by-computer, nor play-through-internet) game of 
Duelmasters, is just plain fun. It is so good that there have been three published 
books written about it! It must be great, then! Do you want to have the fun and 
pleasures that hundreds of other managers before you have experienced? Can't blame 
you! I, personally, have been enjoying Duelmasters-to-D2 for over 35 years. Perhaps 
this article will assist or simplify your introduction to this game and speed up your 
enjoyment process. It goes something like this....

ACQUIRE A D2 ROLL UP team sheet from RSI. (Reality Simulations Inc., P.O. Box 22400, 
Tempe AZ 85285-2400, ph. 4809677979) The first sheet/team is free. Subsequent five-
warrior teams cost $5. (Same prices are charged by RSI as they did 30+ years ago!) 
Later, after your introductory 10 turns in the Noblish Island (DM93) arena, you can 
transfer your starting team to another arena, or you may find you want to start up new 
team/s in other arenas, or both. Actually, you can start new teams any time, even 
while going through your learning process in DM93; but you may want to "learn the 
ropes" first.

FILL OUT THE ROLL UPS and send the sheet to RSI. Other than the normal personal 
information, the most important things to decide are: Team name, Manager Name, and 5 
individual warrior designs. Let's discuss each of those briefly. 

Team name and manager name can be anything you like that fits you. (RSI will edit 
inappropriate naming.) They can be gladiator driven, silly ideas, great play on words, 
or whatever. The warrior names can be closely tied to the team name, or not. My very 
first team was: Bulldogs, manager Kennelworth, and names like Tiger Lily, Sir Smythe, 
Wild Wayne, and Flash, etc. A team name I admire in the game is Azure Clouds, manager 
Slugbait, warrior names like Black Bile, Violent Orange, Blue Note....

We could spend hours and hours on warrior designs, (Where to place the 14 points on 
the fixed 70 points and what style to choose?) and there are many articles available 
examining design, so I will offer only a few basic comments:

* Offensive styles are easier to learn for a newbie. (Or anyone, for that matter)

* Gender does not matter at all in the fight process.

* Usually, fast & quick or brawny & strong rule the day. I said usually.

* WT (wit) and WL (will) are the most important stats.

* There are reasons to design to odd numbers. (Exclude CN from that statement.)

* Read newsletters, especially past DM93 newsletters, for regularly posted design 
  reviews

You have received your 5 warrior profiles back from RSI. Time to fill out DUEL II 
STRATEGY FORMS and send them in to RSI. "Goodness!" you say; "I wish I had a lot more 
information about weapons and strategies and what the warrior profile means, and--"

Here are a list of places and methods for getting additional info:

* "Put on your newbie outfit." Ask RSI, or better yet, diplo the teachers/coaches in 
  Noblish Island (DM93), the "starter's arena" and ask for information provided there. 
  If you are already in Noblish Island, ask RSI to make sure you get the free CIC or 
  "fact sheets".

* "Go electronic." The best information in the game is available at reality.com/dm, or 
  terrablood.com, or Assur's site or even try chatzy.com as DMers chat there from appx 
  9AM to 2AM EST. and they definitely seem to welcome inexperienced questions.

So, back to the strategy sheets. One for each warrior you plan to fight. Write 
legibly! You would be very disappointed to have a code inputted improperly because 
your scribbles were not so discernible. The basic stuff like warrior name and ID, or 
game # and account # don't need discussion. But weapon selection, strategy, armor and 
challenging do.

Weapon choice is your chance to select a best weapon against the opponent's probable 
armor. Bigger weapons are probably needed against heavy armor. Some weapons do 
especially well against certain armor types. (Hmmm; that information mentioned earlier 
would help.)  The most common weapon arrangements are a single primary weapon and a 
small backup primary for offensive types, and a primary/secondary (secondary could be 
a shield) and zero to two backups for defensives/finesse warriors. That, of course, 
begs the question of which styles are offensive? Generally, basher (BA), lunger (LU), 
slasher (SL), and striker (ST) are offensive. Generally, parry-lunger (PL), parry-
riposte (PR), parry-strikers (PS), and total parry (TP) are defensive. Wall of steel 
(WS) and aimed blow (AB) are generally finesse warriors. But, really, anything goes, 
as you will find defensive bashers and offensive total parries and other mutants in 
this fun game. 

Strategy is more difficult to decide. Offensives usually start "hot and heavy"  and 
then slow down, as they will wear down/tire due to weight being carried and a high 
activity level Defensives tend to run moderately, but current arena defensive warriors 
can be found fighting anywhere from "hot and heavy" to very slow. The desperation 
strategy is important, because if your warrior is nearing defeat or exhaustion, you 
may want to do something different in a last-ditch effort to pull out the win.

Armor is really a matter of preference, but like every other choice in the game, there 
are trade-offs. Heavy armor, while providing more protection, can slow down and wear 
down warriors. Naked or light armor may be less restricting and faster but offers 
little protection.  It is easy to think, "I need lots of armor.", but over encumbering 
a warrior greatly impacts (diminishes) his fighting ability.

Training is simple. The most common training is "skills", but stats can be and are 
trained also. In general the amount of skills learned is based on your WT (the higher 
the better), but it is also impacted by the knowledge of the warriors you fight. (And 
other things) Stat training is very highly dependent on WL, as the odds of getting a 
first stat train of a stat type are 5% times the WL. (E.g. a WL of 15 = 5%x15 or 75% 
chance.) There can be a luck roll impact also as is common almost everything that 
occurs in Duel 2. Attempting to get a 2nd stat raise in a certain stat is halved. 
(E.g. a WL of 15 = 5%x15x 0.5 = 37.5%)

Challenging and avoiding are very strategic components of the game. There are quite a 
few managers who do not challenge or avoid or both. You can use that to your best 
advantage. Challenge warriors (the warrior ID number) and avoid teams. (The team ID 
number.) Several points about challenging/avoiding):

1. Challenging and avoiding do not work until after the warrior has fought his/her 
   first fight in the arena and is listed in the newsletter.

2. Challenge warriors or styles you think you can beat, or who will teach you well, or 
   to attempt to advance in the rankings. 

3. Avoid those teams who have warriors that can probably beat you, or who are likely 
   to challenge you.

4. Remember: challenge warrior ID numbers (not names) and avoid team numbers (not 
   names)

5. Some arenas, usually Andorian, frown on down-challenging. (Usually defined as 
   challenging someone with fewer recognition points that oneself.) Beware of the 
   arena environment, history, and politics.

You have the option to use an alternate "special strategy" either (or both) when you 
challenge someone, or when someone challenges you. You can use this alternate to 
prepare a specific strategy for that challenge you just made, or surprising an 
opponent who will likely challenge or blood feud you. To use these alternatives, "x" 
the proper box or boxes and fill out the strategy info on the back of the strategy 
form. This alternative strategy will not be used unless the conditions you selected 
occur.

That was easy, wasn't it!? After sending in your strategy sheets, (in plenty of time 
for the due date -- or last minute via fax; no internet submitting allowed) the 
computer utilizes everyone's' inputs and the fights proceed. A few days after the 
arena run date, the actual fights and arena newsletter will arrive in your mailbox. 
(Actually the newsletter can be viewed on line three days after the fights.) Before 
submitting the new warrior strategies for the next round of fights, there is much a 
manager can/should examine and review. Here are generic things that this old-time 
manager evaluates:

1. Have I collected/recorded all the information I want from the fight so I can access 
   it quickly? (The Noblish Consortium manager and his Consortium cronies record this 
   for every fight -- opponent's name, stable, arena and ID number, size, handedness, 
   record, style, armor, and weapons plus his warrior's train results, armor, weapons, 
   swing info (criticals/swings/extra value hits), W or L, how many minutes, 
   recognition points, and political point status- if any. Also recorded are who, if 
   anyone challenged. This is manually recorded on a sheet with my warrior's name, ID, 
   and size, handedness, plus style.

2. Did each warrior fight as I expected from the strategy? Do I need to adjust or 
   change any strategies?

3. Did any warrior act over encumbered or tire faster than I thought? Do I need to 
   adjust strategies, armor, or weapons?

4. Did each warrior fight well with the weapon? (e.g. hit when he swung and had 
   critical hits -- which are strongly stated weapon hit statements compared to the 
   norm) Do I need to change weapon selections?

5. Did another warrior out jump me when I did not expect it? Do I need to adjust 
   strategies or weapons?

6. Did the warriors learn what I expected and learn well? (e.g. earn lots of skills) 
   If not, what can I do about it? (Switch to learning stats/skills? Challenge a very 
   experienced warrior?)

7. Do I know anything about the arena warriors that I can challenge? (Have I and my 
   friends accumulated style and other information on opponents?) Should I challenge 
   or take the luck of the draw? (Remember -- challenge warrior #'s.)

8. Likewise, is there someone within range I just do not want to fight? (A warrior 
   that has beaten me before? A warrior with lots more experience than me? A team that 
   has my number? Should I avoid the team with that warrior? (Remember -- avoid team 
   #'s)

9. Have I written some personal ads or a spotlight to add to the enjoyment of the 
   arena?

Then it is time to turn in those strategy sheets again! Duel 2 is a game of 
gladiators, comprised of knowledge, strategy, and a little luck. Above all, it is fun. 
See you on the sands! 

                                           -- The Consortium (aka Wayne Smith)

Note: RSI has something special with Duelmasters that few if any other PBMs can offer. 
Twice per year, for many tears, voluntary Face-To-Face Tournaments are held, opening 
up the competition from all arenas of D2 play. Managers from near and far gather for a 
fun-filled and very busy week-end of competition. The winter version is held in RSI 
home town Tempe, AZ (Phoenix) while the summer location varies in location east of the 
Mississippi. (Recent ones in Arlington, VA (DC), Cincinnati, and Kansas City.) Great 
competition and a fine chance to meet other managers and the RSI staff.

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

         ASSUR'S BEGINNER GUIDE TO THE AIMED BLOW STYLE

    When a review was done on the design articles from the past, it was discovered 
that these articles were not helping players.  Many of them were not terrible, but the 
players in the game have taken warrior design far beyond the understanding that 
existed when most of these articles were written.  So to better serve new players, The 
Consortium and Assurnasirbanipal took to giving more current design articles for each 
style.  While even our articles are biased and opinionated, we believe they better 
represent today's game than others that exist.  This article seeks to remove some 
confusion about the Aimed Blow style.
    Aimed Blows are THE strongest style at high development levels.  They are also one 
of the strongest styles with no development.  In between, it is much more difficult 
for most of them.  While they are naturally a hybrid style, I'll explain why at the 
top they could be called pure defensives and because of their sustained attack 
capabilities, they make fine pure offensives as well.
    Aimed Blows have several characteristics that do not exist with any other style.  

     A) Attack skill bonus for high deftness.  
     B) Dodge advantages with no weapons.  
     C) Ability to ignore armor.  
     D) Ability to analyze an opponent's defenses. (I don't believe anyone understands 
          what this does other than it is supposed to help)

    There are so many ways to make Aimed Blows that it is almost impossible to give a 
set of guidelines for stats.  When you first start experimenting with Aimed Blows, I 
highly recommend only using setups that can make 17 or 21 deftness on them.  21 is 
preferred, but 17 is just fine.  Even after you have experience, I don't recommend 
going below 15.  The reason is because of item A) above.  You are permanently reducing 
your AB's potential attack by lowering the deftness.  It used to be said that: "Any 
warrior that makes a good aimed blow makes a better something else." When you lower 
the deftness too much, that statement starts to ring very, very true.  But at 21 
deftness, they have the second highest natural attack in the game (below lungers by 1 
attack skill) -- and without lungers high endurance burn.
    Now with 1/4 of your points on deftness, that doesn't leave as much as you'd like 
for everything else.  Fortunately, 21 deftness is almost magical.  Aimed Blows can 
succeed with little damage.  Aimed Blows can succeed with little endurance (not 
recommended: little damage AND little endurance).  Aimed Blows can succeed frail.  
Aimed Blows can scum to victory.  Aimed Blows with 21 deftness and completely balanced 
remaining stats can win.
    Weapons: SC, LO, FI, EP, and DA are the staple weapons that I use. Most people 
leave QS alone until after they know it is their Aimed Blow's favorite weapon (and 
people have TC'd with QS).  SH, SS, and LS work fine, but I leave those until last.  
The 5 I mentioned meet all my needs.
    Armor: It depends on how you're trying to win.  The Jalon type AB wears APA/F.  
Fist/Dodge AB's wear light or no armor.  Speed AB's wear nothing or ALE/L.  Hybrids 
wear what they can depending on their carry & design.
    Strategy: x-10 is my 'standard' strat.  'x' is typically 4 or higher. Some hybrids 
(generally wearing more armor, though a parry learner might also do this) will not use 
10 Activity Level.  As always, you need to tailor your strategy with your endurance.  
Going 6-10 for 3 minutes is going to tire just about everyone out.  Yes, most fights 
are over in 1 minute.  But when they go longer, you need to start to conserve a bit. 
AB's can use most tactics.  I'm sure there are others that have a more refined way to 
write the numbers, but I like the simplicity (and effectiveness of the strategy I 
use).  Note that the super frail guys I typically run 10-10 and the high str/con guys 
I'll sometimes run slower with more armor.
    Examples:  I've chosen to list my own designs that have TC'd and TV'd (and 
naturally created -- I have some prize warriors that I don't include here).

    17-5-3-5-21-12-21 AB (TC'd Rookies & Freshmen, TV'd ADM)
    5-12-6-21-7-12-21 AB (TV'd Rookies)
    10-3-12-17-9-12-21 AB (TV'd Rookies)
    10-6-16-21-5-5-21 AB (TV'd Rookies & Freshmen)
    10-13-6-13-17-4-21 AB (TV'd Rookies)
    5-5-10-17-21-9-17 AB (TV'd Rookies)
    7-13-7-17-15-4-21 AB (TV'd Rookies)
    13-7-5-17-7-14-21 AB (TV'd Apprentices)
    9-10-12-11-9-12-21 AB (TV'd Rookies)
    4-12-7-21-15-4-21 AB (TC'd Apprentices)
    5-8-8-17-17-8-21 AB (TV'd Apprentices)
    7-10-5-11-21-9-21 AB (TV'd Rookies)
    3-3-11-21-15-14-17 AB (TV'd Dead Apprentices)
    9-11-8-11-21-7-17 AB (TV'd Rookies)
    11-8-8-21-7-8-21 AB (TC'd Rookies)
    11-14-5-13-15-5-21 AB (TV'd Rookies)
    9-5-11-11-9-18-21 AB (TV'd Apprentices)
    9-3-9-21-9-12-21 AB (TV'd Eligibles)

You'll notice a pattern.  I have zero TV's listed in Initiates, Adepts, or Champions.  
That is because I have no natural aimed blows that have TV'd in those classes, which 
are not good ones for AB's.  I also don't have a Challenger TV, but this isn't because 
AB's do poorly there.
    There is one other example that is worth mentioning.  This design does not exist 
in the rollup pools, but there are guys that can use this design as a model.  It is a 
very common design for DYO prizes and in Bloodgames. These monsters have TC'd many 
times (almost always in Freshman or higher). The design is named after the first one 
that was successful.

          Jalon:
              17-16-3-3-21-3-21 AB

Advantages: At the very top of the game, their ability to dodge with no weapons makes 
them virtually unhittable.  So in a sense, at this point, AB's become pure defensives.  
Because they also have low endurance burn, they can go a long time (you regularly see 
AB vs AB fights go hundreds of minutes at the very top).  The bonus is not as great at 
lower development levels, but it is still there.  Running x-10 (with or without the 
dodge tactic) and no weapons is a viable strategy and useful strategy to use at times.  
Their high attack, ability to ignore armor, and low endurance burn make them very hard 
to beat in long fights.  With exceptions for some designs, there isn't a favorite 
learn that will make you roll your eyes in disgust.  AB's can overcome the dreaded 
little damage.  AB's can be made from setups that otherwise would be considered 
'bad.'B  AB's may be the only style that can regularly succeed with very low strength. 

Disadvantages: Initiative is a mess for Aimed Blows.  They regularly give up the 
initiative for no reason.  When you give 17 or 21 points on deftness, it limits your 
ability to get points where you want elsewhere.  Most importantly, having high wit 
tends to even make your AB even more deficient than they otherwise are.  This is why 
they tend to be so bad in Initiates, Adepts, and Champions, where 21 wit is much more 
common and important.  Those classes are full of 21 wit strikers and lungers, also.

    Best Matchups: Scum, Scum, and more Scum.  Any defensive warrior (especially 
scum). Remember that sustained high attack offensive ability?!?  Scum never want to 
see AB's.  Lots of scum run bizarre strategies to try and beat AB's who would 
otherwise destroy them.  This is another reason why AB's thrive in Rookies, where 
there are lots of scum running around.  After scum, any defensive warrior is a good 
matchup. 
    Worst Matchups: Lungers, Bashers, Slashers.  These warriors have a combination of 
high attack/high init/high decise skill base.  They will attack and hit your aimed 
blow before it gets a chance to attack back.  Strikers also can fall into this 
category, because they learn so much attack (and often have 21 wit, too).

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

Not that I need a reason, but my victory and continuation on the throne is a good 
reason to party!

I've now been here for 3 turns.  I've fought M. Chardinee to defend the throne both 
turns, with a loss and a victory.  I much prefer the victory.

So...

Let's....

PARTY.....

like only a party strike knows how!

                                      SPY REPORT

     Busy, busy, busy, lots of things happening in NOBLISH ISLAND this turn, and 
let's start with a look at some of the teams.  It seems the training can make the 
difference, as BB BACHELOR is pushed out of top team by SILENT GENERATION, who came 
from 2nd with a 5-0-0 this turn.  And let's see, WW II fought THE USEROUS MERCHANT 
and gained 8 points and contributed to SILENT GENERATION's 5-0-0.  Due to his absence 
and inability to defend the throne, PARTY has lost the title of Duelmaster.  And not 
without some honor, WW II now claims the title and throne of Duelmaster of NOBLISH 
ISLAND.  Tell me, is nothing sacred?  I have heard from unimpeachable sources that 
The Warty Toad uses trolls in their stew.  Talk about gristle!   
     Oriental wise man once say, 'Hiding behind shields prevents proper sun tanning.' 
Inscrutable, but true.  BB BACHELOR has cause to stand tall, as they were NOBLISH 
ISLAND's most avoided team.  A smart manager knows this is a team to beat.  And 
avoiding BB BACHELOR more than any other team we find SILENT GENERATION.  NOBLISH 
ISLAND, are we going to accept, or respect this sort of thing?   
     We only live a short time in this world, so why not take a sharp blade, and 
shave it close?  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                  
 WW II 10906                   4   2  0  41         SILENT GENERATION (1861)  

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
-PARTY 10899                   5   2  0  66         BB BACHELOR (1860)        

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-PLAYER 10896                  6   1  0  50         BB BACHELOR (1860)        
-UNCLEAN 10898                 5   2  0  44         BB BACHELOR (1860)        

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 MCCARTHY 10902                4   2  0  33         SILENT GENERATION (1861)  
 SPAM 10903                    4   2  0  33         SILENT GENERATION (1861)  

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 SILENT MAJORITY 10905         4   2  1  26         SILENT GENERATION (1861)  
 GREAT DEPRESSION 10904        5   1  0  25         SILENT GENERATION (1861)  
-ONE NIGHT STAND 10895         3   3  0  25         BB BACHELOR (1860)        

INITIATES                      W   L  K POINTS      TEAM NAME                  
-NO CARES 10897                3   4  1  18         BB BACHELOR (1860)        
-MATCIOUS 3568                 1   0  0  18         KOGA (613)                
-STEPHANIE 10892               0   1  0   1         THESE SCHMUCKS (1859)     

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?

                                     PERSONAL ADS

What a fine spotlight celebrating a great BB round, Assur, much to my chagrin. -- FDR

Has it really been 12 years, Assur? How time flies. It has been nothing but an honor 
and a pleasure. -- The Consortium

Stephanie? A schmuck? I have a niece named Stephanie. She is not a schmuck! -- FDR

Stephanie, I welcome you and the Schmucks. Keep at it. Your time will come. -- Great 
Depression

Player, grrrrr. Duelmaster? well, you deserve it! -- Spam (not a techie, but a meat!)

No Cares, well, I cared! -- WWII

Persistent Beggar and Embezzling Scribe, thanks for the tussles. -- McCarthy and 
Silent Majority
P.S. Sorry for getting a little wacky, Beggar, but I know you will come back.

Health. Humility. Honor. -- FDR (thinking about Atomic Bombs

FDR -- I hope you enjoyed the spotlight!  I sure did! -- Assur

Welcome, KOGA and THESE SCHMUCKS.  I am one of the mentors here and our job is to ease 
you into this fine game! -- Assur

                                  LAST WEEK'S FIGHTS

WW II viciously subdued THE USEROUS MERCHANT in a unpopular 15 minute Title fight.
SPAM demolished OSKSI NOBLE in a 1 minute one-sided melee.
MCCARTHY overpowered OSKSI NOBLE in a 1 minute mismatched duel.
SILENT MAJORITY bested EMBEZZLING SCRIBE in a 1 minute fight.
GREAT DEPRESSION overpowered CONVICTED THIEF in a 1 minute mismatched match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  2         LUNGING ATTACK     1 -   0 -  0     100  |
|AIMED BLOW                       1         PARRY-STRIKE       7 -   3 -  0      70  |
|BASHING ATTACK                   1         PARRY-LUNGE        7 -   3 -  0      70  |
|TOTAL PARRY                      1         AIMED BLOW        13 -   6 -  0      68  |
|PARRY-LUNGE                      0         STRIKING ATTACK   14 -   8 -  1      64  |
|PARRY-STRIKE                     0         BASHING ATTACK    11 -   8 -  0      58  |
|PARRY-RIPOSTE                    0         TOTAL PARRY       17 -  13 -  1      57  |
|LUNGING ATTACK                   0         PARRY-RIPOSTE      3 -   3 -  0      50  |
|SLASHING ATTACK                  0         SLASHING ATTACK    4 -   5 -  1      44  |
|WALL OF STEEL                    0         WALL OF STEEL      0 -   2 -  0       0  |

Turn 629 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     PARRY-LUNGE        0 -  0         2  TOTAL PARRY    
STRIKING ATTACK    2 -  0     PARRY-STRIKE       0 -  0         2  PARRY-STRIKE   
BASHING ATTACK     1 -  0     PARRY-RIPOSTE      0 -  0         2  AIMED BLOW     
TOTAL PARRY        1 -  0     LUNGING ATTACK     0 -  0         2  STRIKING ATTACK
                              SLASHING ATTACK    0 -  0         1  PARRY-LUNGE    
                              WALL OF STEEL      0 -  0         1  BASHING ATTACK 
                                                                1  SLASHING ATTACK

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
TOTAL PARRY      WW II 10906                 4   2  0   41 SILENT GENERATION (1861)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is MCCARTHY 10902.  The most popular warrior this turn 
was SPAM 10903.  The ten other most popular fighters were MCCARTHY 10902, SILENT 
MAJORITY 10905, GREAT DEPRESSION 10904, WW II 10906,  0,  0,  0,  0,  0, and  0.

The least popular fighter this week was WW II 10906.  The other ten least popular 
fighters were GREAT DEPRESSION 10904, SILENT MAJORITY 10905, MCCARTHY 10902, SPAM 
10903,  0,  0,  0,  0,  0, and  0.

                FACE-TO-FACE TOURNEY LXVIII

APPRENTICES TOURNEY                    W  L  K         TEAM NAME            
WW II 10906 (2-1-0)                    8  3  0         SILENT GENERATION    

           Here are the stylemasters from Face-to-Face 68. Congrats to all!

DM 200 STYLEMASTERS 
PARRY-RIPOSTE    SIKAMIKANICO 7-2681         DANGEROUS PUPPETS    
PARRY-STRIKE     CARTMAN 7-4034              WASTELAND II         
STRIKING ATTACK  WORKS 4 EVIL EMPIRE 82-331  SUPERIOR FATHER      
TOTAL PARRY      BOSOMY GOLDMINE 1-8537      SUPER STARS R US      
BASHING ATTACK   DMITRI 3-2461               KARAMATZOV BROS       
SLASHING ATTACK  SMELLY SOCKS 18-1975        STREET PIZZA         
PARRY-LUNGE      SKIDMARK BUG 2-5711         042909A               
LUNGING ATTACK   MENDELSSOHN 9-2894          WASTELANDERS II      
WALL OF STEEL    THE PERFECT DRUG 3-6943     IRATE FORMATIONS      
AIMED BLOW       BOBS AND DOGS 82-55985      SOFT DRINKS          
                   
DM 201 STYLEMASTERS 
SLASHING ATTACK  SAMURAI-RAT 19-1710         RAT PAK              
STRIKING ATTACK  MICRO-RAT 19-1173           RAT PAK              
PARRY-STRIKE     CADILLAC DUARDO 18-2130     THE FIRST REVENGER   
PARRY-RIPOSTE    DAYDREAM BELIEVER 82-31100  CLASSIC HITS         
BASHING ATTACK   THE MAN 3-6077              FAMOUS HITTERS        
TOTAL PARRY      ZOMBIE STOMP 82-2617        NO MORE TEARS        
LUNGING ATTACK   GROND 69-8678               MEN OF FEW WORDS     
PARRY-LUNGE      AFTER 10 BEERS! 84-21651    ANYTHING'S POSSIBLE  
WALL OF STEEL    FURIOUS GORGE 3-6923        IRATE FORMATIONS      
AIMED BLOW       ALBINO RAINBOW 11-6238      WAR-C-KERS           
                   
DM 202 STYLEMASTERS 
BASHING ATTACK   CYCLOPS 7-4625              BIG BAD              
WALL OF STEEL    NICKEL 26-4240              ERRATUM              
PARRY-LUNGE      ARUTHA 56-4723              MEN OF STEEL         
PARRY-STRIKE     JASON VOORHEES 97-4408      DERANGED 21          
TOTAL PARRY      VANGUARD 4-5966             ORCCON THUGS         
SLASHING ATTACK  DOUBLE TRUE 41-4585         LAZY SUNDAY          
LUNGING ATTACK   KISMET 85-3095              ERRATA               
PARRY-RIPOSTE    MAXIMILLIAN 96-5272         KILLER MACHINES F2   
AIMED BLOW       ROSS F. GRAY 78-2983        MEDAL OF HONOR Z2    
                   
DM 203 STYLEMASTERS 
WALL OF STEEL    MUDDY HERETIC 84-51491      THIRSTY THUGS 1460  
STRIKING ATTACK  ALBERT SPICA 99-7132        DERANGED 37         
BASHING ATTACK   SUNGLASSES 73-3223          FOUND IN THE SAND    
PARRY-RIPOSTE    DIVINITY 95-439             LUNACHICKS          
SLASHING ATTACK  HIGHER GROUND 84-26799      MOTHER'S MILK        
AIMED BLOW       HEMO GOBLIN 98-6013         BLOOD GANG 718FB    
PARRY-STRIKE     HOGSHEAD 74-4372            COUNTRY PIE          
TOTAL PARRY      COLOSSEUM HALLS 1-8871      RUN DMC               
PARRY-LUNGE      CHINA ROOM 85-542           GREAT TEAM 3        
LUNGING ATTACK   CONNIE 3-7757               STEVEN UNIVERSE       
                   
DM 204 STYLEMASTERS 
PARRY-LUNGE      PIGSTY PARSEC 86-2062       PALE SHELTER 32     
WALL OF STEEL    THE FALLEN ONE 39-3416      DARQUE ANGELS        
PARRY-STRIKE     MAJOR CINNAMON 97-6894      UNLIKELY HEROES 18W 
LUNGING ATTACK   BLEYS 52-4487               AMBER                
TOTAL PARRY      FLYING PIG 41-4605          HELL FROZEN OVER     
BASHING ATTACK   UPSILON CETI 42-5117        CETUS                
STRIKING ATTACK  CHI CARINAE 22-7459         CARINA               
SLASHING ATTACK  SKYWARP 47-8063             DARQUE FORCES        
AIMED BLOW       FOMALHAUT 38-5184           PISCES AUSTRINUS     
PARRY-RIPOSTE    HISSY 74-4657               PUPPY DOG PALS       
                   
DM 205 STYLEMASTERS 
PARRY-LUNGE      ROCKET POWER 84-51330       ONLY THAT REAL!     
BASHING ATTACK   KOOL AID 72-5909            LIQUIDS              
WALL OF STEEL    ONE EYED JACK 65-4876       JACK ATTACK          
PARRY-STRIKE     OLD SCHOOL 84-16633         SUPE FORCES AA11    
STRIKING ATTACK  MARTIN MAY 84-9248          MEDAL OF HONOR X8   
TOTAL PARRY      NEEDY MOOSE 85-27944        HALLOWEEN TIME 66   
PARRY-RIPOSTE    WHISPY LIB 85-17248         NIGHTMARES XV       
AIMED BLOW       WHOWHAT 60-9171             UNNAMEABLES          
SLASHING ATTACK  DOUBLE DOWN 84-57437        XCOM BETA           
LUNGING ATTACK   CADAVER DOG 17-7284         SHEWISH LEFTOVERS    
                   
DM 206 STYLEMASTERS 
BASHING ATTACK   SGT SCRUBBRUSH 2-4209       WEEDS WE IS!!         
PARRY-LUNGE      WHISPERJACK 86-14525        STEELE RISING 128   
WALL OF STEEL    METHIONINE 82-48318         FIVE OF TWENTY       
PARRY-STRIKE     BETTY 86-3418               DR COX JD NAME 3    
TOTAL PARRY      BLACKBEARD 43-5453          FOUL RAIDERS         
AIMED BLOW       RUBY TORTELLINI 75-3826     CRITICALS            
SLASHING ATTACK  LUNICIDE 82-23248           SUICIDAL WINDS       
STRIKING ATTACK  CTL-ATL-DEFEAT 86-17145     FALL FROM GRACE VI  
LUNGING ATTACK   TYLER DURDEN 56-4889        PROJECT MAYHEM 136   
PARRY-RIPOSTE    VALDEZ 85-12482             CA16 PARAGUAY        
                   
DM 207 STYLEMASTERS 
PARRY-LUNGE      TERRIBLE DRUID 86-20918     LOSES NO HOUR       
WALL OF STEEL    NEGATIVE REGRET 14-5611     LIVING IN THE PAST   
PARRY-STRIKE     HATU WIND 1-9458            UTAH WEATHER          
PARRY-RIPOSTE    SPARKY 85-29122             COLLEGE RADIO M54    
BASHING ATTACK   CROM! 7-1817                ESSENTIAL ARNIE      
AIMED BLOW       FLIP FLOP 86-14922          HOWLIN 3-D          
STRIKING ATTACK  LICKETY-SPLIT 8-5909        BOOK OF THOMAS       
TOTAL PARRY      LAMBRET 85-39742            THIRSTY THUGS 1822  
LUNGING ATTACK   MR. CARTER 72-10604         PORKY'S REVENGE      
SLASHING ATTACK  RESOUNDING TUMULT 86-20898  THIS OTHER ME       
                   
DM 208 STYLEMASTERS 
PARRY-STRIKE     TARTANIC 16-7052            KILL OR BE KILT      
WALL OF STEEL    ANITA BATH 71-8752          MAD HOUSE 4          
BASHING ATTACK   FREE GIFT 72-10194          BB PLEDGE DRIVE     
SLASHING ATTACK  XOLANI 86-11643             SUPE FORCES 3010    
LUNGING ATTACK   GRUNT CRUMP 86-20194        THIRSTY THUGS 2205  
AIMED BLOW       IN BLOOM 82-52274           COOL NAMES 1        
PARRY-RIPOSTE    BAAAAMBI 12-7878            DEN'S DATES          
STRIKING ATTACK  ENZO 86-19853               BUBBA'S EMPIRE      
PARRY-LUNGE      WARWICK DAVIS 17-8323       TEAM WILLOW          
TOTAL PARRY      HORROR FIEND 62-5144        UNKNOWN LEGACY 29    
                   
DM 209 STYLEMASTERS 
BASHING ATTACK   ARTEMESIA 75-4069           LADY WARRIORS       
WALL OF STEEL    BRAZEN BULL 30-5764         PUNISHMENT           
PARRY-STRIKE     SAWED OFF SQUIRTGUN 16-705  NO ASSEMBLY REQUIRED 
PARRY-LUNGE      FLOYD'S BOOKIE 85-54811     ARCANE SPORTS       
TOTAL PARRY      SCRIBBLE 85-54715           COLLEGE RADIO ZH    
AIMED BLOW       SUPER BLACK 38-5700         BOOK OF THOMAS       
SLASHING ATTACK  BILLY WASHINGTON 85-51567   RANDO DUDES 6       
STRIKING ATTACK  MATT 86-2465                EPC                 
LUNGING ATTACK   HORNSWOGGLE 18-11369        THUNDR + LITENING    
PARRY-RIPOSTE    SEEING RED 86-20120         PR BRONCS 59        
                   
DM 210 STYLEMASTERS 
PARRY-RIPOSTE    SERGEANT 4 3-8225           OUR HIGHEST HONOR     
TOTAL PARRY      FATES MOTHER 29-6682        FATES                
BASHING ATTACK   CHRISTMAS EVE 60-9602       METAL MELTDOWN      
SLASHING ATTACK  SLEEP TIME 86-28420         RANDOMNESS 25       
STRIKING ATTACK  RADI 87-2479                SUPE FORCES 1W11    
LUNGING ATTACK   TEDDY 86-28500              RANDOMNESS 41       
PARRY-STRIKE     GINKGO THE STINKO 65-7988   THAT SMELL          
PARRY-LUNGE      ISRO 87-1760                DARK NURSING        
WALL OF STEEL    BELOUCH 87-2488             SUPE FORCES 1W09    
AIMED BLOW       SON OF BATTLES 18-11411     STORM SHADOWS