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