DUEL 2 NEWSLETTER
Date : 04/21/2023 Duedate: 05/04/2023
NOBLISH ISLAND ARENA
DM 93 TURN 633
This Week's Top Honors
THE DUELMASTER IS
WW II
SILENT GENERATION (1861)
(93-10906) [8-2-0,86]
Chartered Recognition Leader Unchartered Recognition Leader
WW II TEXAS TWINKIE
SILENT GENERATION (1861) HUNGER GAMES (1882)
(93-10906) [8-2-0,86] (93-11024) [3-0-1,41]
Popularity Leader This Week's Favorite
MCCARTHY COMPETITIVE DAD
SILENT GENERATION (1861) BASH BROS TBALL (1899)
(93-10902) [8-2-0,83] (93-11119) [0-1-0,1]
THE CURRENT TOP TEAM
SILENT GENERATION (1861)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BASH BROS TBALL (1899) 36
2. SAY WHAT (1880) 29 SILENT GENERATION (1861)
3. MOUSE HOUSE (1881) 21 Unchartered Team
4. HUNGER GAMES (1882) 20
5. SILENT GENERATION (1861) 19 BASH BROS TBALL (1899)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*BASH BROS TBALL (1899) 4 1 0 80.0 1/ 1 SILENT GENERATION (1861) 11 4 0
2/ 2*HUNGER GAMES (1882) 9 3 2 75.0 2/ 3*HUNGER GAMES (1882) 9 3 2
3/ 3 SILENT GENERATION (1861) 36 14 1 72.0 3/ 4*MOUSE HOUSE (1881) 9 6 0
4/ 4*MOUSE HOUSE (1881) 9 6 0 60.0 4/ 5*SAY WHAT (1880) 8 7 2
5/ 6*SAY WHAT (1880) 8 7 2 53.3 5/ 0*BASH BROS TBALL (1899) 4 1 0
6/ 1*SIMPLY DESSERTS (1893) 4 6 1 40.0 6/ 6*SIMPLY DESSERTS (1893) 4 6 1
7/ 0*AGONY OF D'FEET (1897) 2 3 0 40.0 7/ 0*AGONY OF D'FEET (1897) 2 3 0
8/ 0*FIVE DAYS (1887) 2 5 0 28.6 8/ 0*FIVE DAYS (1887) 2 5 0
9/ 7*LUCKY RABBITS (1896) 1 5 0 16.7 9/ 9*LUCKY RABBITS (1896) 1 5 0
10/ 0*PLASTIC BOYS (1866) 0 1 0 0.0 10/ 0*PLASTIC BOYS (1866) 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 WARRIOR AND TEAM DESIGN (A lesson in The Consortium method.)
Or: I Hate Diets. (MY DIET FOOD)
The purpose of this spotlight is to provide newer/inexperienced D2 managers with
warrior and team design thoughts and concepts, and to assist new managers by allowing
observation of the design details of a real-time team who will be competing against
them in their Noblish Island arena. I will discuss the following:
1. An experienced manager's general design principles (over 100,000 warriors designed
and fought)
2. Some thoughts on team balance
3. A real five-warrior design (original team roll-up) just starting to compete with
you on Noblish Island
4. Summary and comments relevant to those designs
First you might ask, "Who is writing this? And I answer that I am "THE THIN MAN.",
manager and agent of MY DIET FOOD, a member of The Consortium, who is a long, long
time (35+ year, must be an elder fellow) paying competitor in Duelmasters/D2. I will
be overseeing this new team and will be offering you advice most rounds in the Noblish
Island newsletter too. (Free advice!) Please think nothing of asking me questions in
the personal ads or through diplos or on the RSI and/or Chatzy sites. You will get
answers, often very interesting answers. I may even bake some answers for you!
Now I have to tell you this. This is not at all one of my favorite rollup sheets in
the game. But opportunities abound! Some of the fun of D2 is taking a seemingly
wallflower, and strategizing them to being a winner! So, let's get at it: the
Consortium way. There is no one-and-only perfect design for any warrior. Believe it!
You will often find that when asking for experienced design advice, varying opinions
and concepts are offered. However, there are some guidelines that each manager uses.
The Consortium general design principles and guidelines look like this:
1. WT is the first factor examined, followed by WL, which then determines the point
additions, the probable design, and potential style direction.
2. Generally design to strengths/excesses, generally making high roll numbers higher.
3. Design to stat/skill break points. (Know what base skills are attached to stat
points, and weapon strength requirements.)
4. Offensive-ish warriors need high WT to excel. Design to 11 (very minimum), need
11, 13, 15, 17, 21 for skill breaks. (note: offensives can win in the very short
run on physicals only)
5. 21 WT, 21DF, and 21 WL are coveted. The 21DF makes an aimed-blow almost
inevitable. Most managers automatically think Aimed-Blow when they can get 21
deftness. Not always, but most probable. If not an aimer, then 11 DF is really all
most designs need. (7 DF is our minimum desire.)
6. All warriors except AB must have normal damage and really need good. Make certain
that ST/SZ allows that, and have high enough WL to bump stats if not. Aimers can
succeed with less damage doing.
7. 9 WL is the reasonable min for offensives. All warriors MUST have some decent WL.
Some very few warriors might do OK with 7 or 8. (Maybe.)
8. Do not add to CN for pure offensives.
9. Defensive style warriors need big WL and CN. And, then, ST, too.
10. Physicals never hurt any warrior. Warriors can win early on with lesser skill, but
good physicals.
11. If all else fails, make the design a TP. They can win under almost any
circumstance. However, they need a higher combination (total) of CN, WL, and ST.
(especially WL and CN). But avoid those aimed-blows!
12. If the warrior is to be long-term (meaning a godling or really, really nice roll,
later intended for ADM), do not design a burner. (A burner is one where the
manager intends to raise stats and physicals as an intended strategy to enhance
winning). Burners require very high WL as stat raises are dependent on WL.
13. However, there is not a thing wrong with making a burner. (10% ish of Consortium
warriors are planned burners.)
14. Have variation in styles in arenas. This allows for better challenging, avoiding,
and match-ups. (Adding also fun and learning through variety.)
15. Design to the numbers, then choose style, rather than predetermine a style, then
design. (At least until you really know what you are doing.)
16. PRIMARY PRINCIPAL: Design each warrior with the idea of winning 60%+ of its
fights. Period.
Pretty simple, it would seem. Well, we will see how I applied these principals to the
MY DIET FOOD Team. (Note: While not all of the concepts will be specifically
referenced below in designing the five warriors, virtually all are truly used in one
or more places.) But first some comments on team design.
A variety of styles is important. Why? (a) The more differing styles you experiment
with, the more you learn. (b) It is more fun to run differing types. (c) Certain
styles are susceptible to other styles and having a variety 99-7 you to take advantage
of (or avoid) some of those susceptibilities. (d) Testing multiple styles allows you
to more quickly find the style/s that you enjoy most or are best with.
I believe a manager, especially a new manager, should have at least these two warriors
on his team: an especially fast/quick, decent damage offensive (striker, or maybe
basher or slasher or lunger) and a scummy warrior with lots of physicals and who wins
by wearing down foes while parrying or sucking up hit points. (Total parry or maybe
wall-of-steel or parry strike.) It is important to learn how to win with both types,
and the ST (striker) and TP (total parry) are excellent designs to do both: teach and
win. This combination is invaluable because each tends to challenge and avoi-d
different styles, and most importantly, they are both easy to work with. The other
warriors on the team can/should be different, but I least (meaning, these are hardest)
recommend these more difficult styles for rookie managers: AB=aimed blow (aimer),
PR=parry riposte (ripper), PS=parry strike (piker), PL=parry lunge (plunger), and
maybe WS=wall of steel (waste). Save those for later. Or, if you are feeling lucky....
Now on to a real life example. Below are listed the starting statistics (from the
roll-up sheet) and the design statistics filled out and sent in by me, THE THIN MAN,
manager of the MY DIET FOOD team just now started on Noblish Isle.
An initial thought on roll up sheets, in general. It can be hardest to design
"radical" numbers. Unusually low ST or WL or super big SZ, or very low WT/WL combo,
usually require the most design manipulation and variance from the design principles
above. Very high WT and WL and/or sometimes DF, plus very small SZ are treasured! So,
with that, let's get on to designing this team.
10-16-11-11-8-9-5 to 15-16-11-17-9-9-7 BA. Wit is the largest (yay!) hence I up it to
17. Since this will probably be an offensive-style warrior, I read concept #8 and
decide not to use concept#2 for CN, but rather the 2nd highest stat and add 5 to ST
for 15. Concepts #5 and #7 lead me to add 2 of the remaining 3 to DF, and the other to
WL to meet a self-imposed Min7 for DF and 9 for WL. I like this basher!
4-10-14-12-14-4-12 to 5-10-14-17-17-4-17 AB. Concept #2 led me to adding to WT, WL,
and DF taking all to 17 and many skill additions. Not much is left, so I added to ST
for weapon and skills.(Concept #3) I made it an aimer, a very difficult style for
diversity on the team. (Concept #14)
7-9-19-5-14-7-19 to 11-9-19-7-20-7-11 LU. Big warriors are often tough to design, and
because so many stat points are taken for the size, they often are not "pretty". That
said, I like this warrior! I bumped WL to the max (Concept #2) already thinking this
will be a "burner". (concepts 12 & 13.) I up DF to 11and WT to 7 for skills. (Concept
#3.) and the remaining 4 to ST. I chose a LU for diversity and lungers are often a
good design to optimize very large warriors.
18-4-14-7-9-10-8 to 21-4-14-7-15-12-11 ST. I add 3 to ST to 21. (Concept #2) Know,
though, that I find that the very high expectations of getting 21 ST often disappoint!
For that same reason (Concept 2) I add 6 to WL and 2 to SP, leaving 3 for DF to that
optimal 11 DF and lots of skills. I might have made this a basher, but since I already
have one, a striker it is. (Diversity)
3-14-12-12-10-10-9 tp 9-16-12-16-10-9 TP. What a bummer! The 3 ST makes this difficult
(Putting so many points on ST for so few skills.) (Read concept # 3.) But I bump it to
a workable 9 first of all. From there I drop all pretense of optimal design, and make
a "burner" TP. (Concepts 12 & 13.) I max out WL to 16 and add the last 2 to CN. This
will be an almost exclusively train stat burner warrior. (But watch out!)
The team mix is acceptable, with five different styles. I like it. I wish you good
luck competing against MY DIET FOOD warriors. I suspect this team will struggle to
meet the 60% objective (Read Concept #16.) and each warrior will have to do its part.
They will be a fun team and they will both challenge and avoid.
Now let's take a look at my overall design tendencies for this team in this situation.
We had 70 total points to add to the designs. Totaled, they look like this:
ST = 18 (Looks typical and solid.)
CN = 3 (CN is usually minimal, especially since no base skills are added with
CN)
SZ = 0 (Cannot add to size.)
WT = 17 (1 of 2 most important stats. (Adding many here is common, and usually
beneficial.)
WL = 16 (1 of 2 most important stats)
SP = 4 (SP and CN are usually least added stats.)
DF = 12 (DF adders are often quite variable. 11 looks good for this group, with
an aimed-blow.)
The general tendencies look OK to me, as WT and WL are prime stats, ST and DF are
probably next, and CN/SP are usually least added. (Well, except for SZ!)
So there you have it: a new team; insight to warrior and team design; useful tidbits
from a long-time veteran. May your stay in D2 be long and prosperous, and, most of
all, fun. (As mine is and has been.)
-- THE THIN MAN, Manager of MY DIET FOOD
(Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
Tripwire's Parry-Lunge
Ahh, the Parry Lunge. Strikes fear in the.. wait a minute, it doesn't strike fear into
anyone now does it? I hope to change that my freinds. The Parry Lunge is probably one
of the most diverse styles in the game and that can be a good and a bad thing. Good
because you can do lots of things with them but also bad because they can be tough to
figure out their favorites. The PL has the games best weapon in the SC, the games best
defensive tactic in Dodge and arguably the best offensive tactic in Lunge (and
Decise!). It can be used offensively and defensively with great efficiency.
STATS: I am going to be going with my all around PL instead of the Tank version or the
LU version. I may throw in a few of those later but most people already know what a
tank version (high CN) and a LU version (Low CN) looks like.
ST: 7+
CN: 9+
SZ: as small as possible
WT: 15+
WL: 15+
SP: any
DF: 11+
ST: 9+ is where I try to keep it for SC use. 7 is ok to start with but try to get
9 as quickly as possible. You want Normal+ Damage
CN: Like I said at the start if you go very low you will have to go offensive
with your PL which is ok, but for the purpose of this PL (the all around PL)
I want to keep it at least "takes normal damage".
SZ: Small as possible for defensive points (3-6) and for points being better
elsewhere
WT: 15+ I know a lot of people make PL's with lower 11/13 etc.. But for this
version I want to have as good a WT and learning as possible. For Tanks its
ok to go lower and bump the CN/WL but I want to make a versitile PL with this
one.
WL: 15+ I never go below Normal Endurance, and prefer Good+. Plus 15 WL and 17WL
give you Att/Par/Def so the higher the better!
SP: Isn't needed. We aren't going to be trying to jump anyone.
DF: 11+ Again Att/Par/Def of 2 each starting at 11DF get as much as possible
without hurting your other stats.
Ever had one of those trip 17 WT/WL/DF? But just didn't want another LU? A PL is
perfect for those!
So lets take a look at a few of my favorite PL's that I have graduated and ones that I
have had the most success with:
10-10-9-17-17-4-17B (VL/HI, SC)
11-12-7-21-15-5-13B (HI/HI, LS) 2 Time TV
11-9-8-17-15-9-15B B (HI/HI, SC, Parry) 1 Time TV
9-13-10-21-15-5-11, (VL/HI, SH, Dodge) 1 time TV
7-11-13-17-21-4-11, (MO/HI, SS, Parry) 1 time TV
9-13-10-15-15-7-15, (LO/VH, LO)
10-12-5-17-21-8-11, (LO/MO, SC)
STRATEGY: Ok now we get down to it. Strategy. The bread and butter. The PL's can have
favorite Offensive Efforts of VL to HI and favorite Activity Levels of LO to VH, so no
VH OE and no VL AL as favorites. They can be blessed (and hosed) in everything. A
majority of favorites according to terrabloods is MO/MO which seems to fit the mold.
However, I will have to say that I have graduated 12 PL's over my entire career and
only 1 has ever gotten MO/MO. A majority have gotten VL/HI (4) or HI/HI (3), the rest
are scattered around MO/MO.
Ok I am going to use the second PL above for my strategy as I think that is a fairly
easy set of numbers to come by. 11-12-7-21-15-5-13. Lets take a look at the starting
skills: 9/8/13/5/8/6. First thing that comes to mind? Man is he slow! And wow not much
parry! Thats all good though. #1 we aren't looking to jump anyone. #2 the dodge makes
up for it! Here is a little secret. Parry stinks! Dodge is king! I am not saying I
don't use it. I do, but remember that secret when your PL starts moving up into the
Init/Adept ranks. Parry is good early, not so good middle+.
ARMOR/WEAPONS: I NEVER go over encumbrance unless I specifically am challenging say a
ST and know the fight will be over quickly. For the most part I will stick with
Encumbrance or below, in this case 16. So ASM/H (11), vs Light: SC/DA (4), vs Medium:
LO/DA(4), vs Heavy: SC(3), backup DA(1). I always want an offhand weapon in my PL's
grip be it a dagger or shortsword. I am hopefull going to be dodging more than
parrying. A shield would be good if you were just going to parry, but I always say
heck if I am going to hopefully be dodging why have a shield? Put a weapon there and
if you have to parry you still have something in your offhand as well.
Ok now the tricky part. How the heck do I run this guy? His best numbers are (attack
13 and dodge Cool with a nice mix of init (9) and rip (Cool. So we want to what?
Attack and dodge and hopefully be able to keep the init and rip when we do it. Great.
So why not just run 10-10-x and be a lunger? Because then your missing out on Dodge,
natural want to parry and his rip. Why miss out on that stuff when its there? With
this brand new PL I want to use that nice attack but also be ready to move around if
need be. This particular guy has greater defense skills than he does parry skills.
However, PL's like to parry as well. As much as I have been talking about dodge, don't
forget they will parry a lot as well.
Here is how I would run him in his general strat to start:
Min 1: MO/HI Dodge (probably: 5-8-x Dodge).
Min 2: MO/MO (probably: 6-5-x)
Min 3: MO/LO (probably: 5-3-x)
Min 4+: LO/VL (probably: 4-1-x)
Desp: LO/HI Dodge (probably 3-8-x Dodge)
Now the strategy will indeed change depending on the setup of your PL and you need to
really watch how your PL responds to the strategy. I have had many PL's that will
swing like CRAZY going VL/HI or VL/MO. And some that never swing at all running HI/HI.
PL's take a lot of work and a lot of care. It is not one of those styles that you
simply put on autopilot with 1 strat and let go. If you want that go pick a ST or TP
or something. This takes work and is why you will end up loving your PL's more than
other styles IMHO.
If you know you are going against an offensive style use the strat above and even
armor up a bit more if you want (although when I am dodging I don't like to go above
encumbrance). If you are going against a Scum (you probably want to stay away from
them if possible) but if you have to go with very low armor ALE/L, SC backup SC. A
normal endurance PL can go a LONG time if running right. Something like: Min1: 5-3-x,
Min 2+ 4-1-x.
As your PL's begin to get older and gain more skills, drop the tactics! I normally
drop the tactics after Expert in that area. So if he has 16 Parry and 12 Defense. Use
Dodge but not parry. If he has 16 Parry and 16 Defense. Don't force it to use
something it doesn't want (unless in specific situations) let it go at MO/MO or MO/HI
no tactic. Most of my PL's before they graduate never use tactics at all except in
special circumstances. One of my favorite PL's ever was a decise favorite. And the PL
CAN get the Decise tactic as favorite. You would be shocked at how much decise they
get and quickly. Heck if they learn it early on fast, USE the decise tactic and
suprise some Lungers and Slashers out there.
Last note: This is the Tripwire PL. I definately don't mean to step on anyones toes or
say this doesn't work or that doesn't work. I am not a fan of Tank PL's with low WT,
but many people can tell you they work. I am not a fan of the low CN version that runs
like LU's. It works for some, but I haven't had great success. Next time you are
struggling with a rollup that "Should" be a good something. Think about PL. It can
open up a world of new posibilities.
Assur's Addendum
Tripwire's guide is without equal on the Parry Lunge style. That said, I have
following comments (having been focusing on this style for the about 3 years). First,
this is a difficult style to win with. Even armed with this guide, you will not find
winning trivial (especially in tourneys).
Next, a couple items I'd like to highlight from his article:
For best results, you will need to pay close attention to your PL.
"This takes work and is why you will end up loving your PL's more than other
styles IMHO." -- I haven't put in the work, so I can't comment directly on this
statement, but after my 12 grads, I have not fallen in love with my parry lungers more
than my other styles. I only hope that one or more of them does turn into a
successful warrior in ADM or Eligibles (where they seem to have the most success).
I have had more success with more STR & CON than he recommends as minimums than
with closer to the minimums. I have modeled my PL's after his, but the ones on the
higher side of STR/CON have done better for me. I've also not had many of the better
kind of setups he's described here (they are more rare than common). Almost all my
PL's started 11 deftness, so I haven't followed his model perfectly in this regards.
Interestingly at the time of this writing, my lone TV with a Parry Lunger is:
21-12-7-17-9-7-11 PL,
who doesn't fit the model well at all. You'll also notice that with one exception,
the TV PL's that Tripwire mentions are also not at the minimum CON level.
SPY REPORT
Greetings warriors! It is I, Zontani Sharp Eyes, here to bring report of the
clash and bustle of the weekly NOBLISH ISLAND games. A new guild, BASH BROS TBALL,
entered NOBLISH ISLAND with a clash this turn, showing off a 4-1-0 record. Indeed, a
worthy addition to the city guilds. TOO COLD caught the eye of many in the
gladiatorial commission as he skillfully bested KLAKATTAX and was awarded 16 points
in recognition. In one of the week's more notable duels, TEXAS TWINKIE put down
SPAM, causing it to lose 12 points of recognition in the process. Not for nothing
has WW II in the past laid claim to the Duelmaster's throne, and this week he's
proven his combat skill yet again. Heed this! A seer has warned that if exactly 6
die in duels this week, the whole city shall perish! Just remember...5 or 7!
Many and various are the arts of battle. In NOBLISH ISLAND "art" is a word that
has long since passed from the language! My inside sources tell me that the team to
beat in NOBLISH ISLAND these days is SIMPLY DESSERTS. At least, most blades in town
are looking to avoid them. Methinks more than a few here could name the guild it was
that spent the better part of last week avoiding SIMPLY DESSERTS. Indeed it was
LUCKY RABBITS. Mighty fighters cannot but expect competition from those below. MINI
MOUSE take warning! You have more than a few enemies in NOBLISH ISLAND. A match
that raised a few eyebrows at the games this week, it seems that PROFITEROLE posted a
challenge against the more highly recognized SALMON. The results, you ask? Well,
the firebrand PROFITEROLE was defeated by SALMON. Remember warriors, this is the
discipline of steel.
What warrior does not hone his years, impatiently waiting for the moment of his
foe's mortality? Dark alleys may hide both secrets and assassins. In the arena
there is only the brightness of steel. Keep vigil always!
If it were not for my skills as a spy I would have been mugged three times
already in NOBLISH ISLAND. Nice atmosphere you have here! More than a sharp eye
must I keep, indeed a stout pair of legs must I keep as well! The endless paths of
Alastari await me! Till next we meet remember: a fool flies into a rage quickly and
often. The wise are angered by the same thing only once. Zontani Sharp Eyes
DUELMASTER W L K POINTS TEAM NAME
WW II 10906 8 2 0 86 SILENT GENERATION (1861)
CHAMPIONS W L K POINTS TEAM NAME
MCCARTHY 10902 8 2 0 83 SILENT GENERATION (1861)
ADEPTS W L K POINTS TEAM NAME
TEXAS TWINKIE 11024 3 0 1 41 HUNGER GAMES (1882)
TUESDAY 11058 2 1 0 40 FIVE DAYS (1887)
GREAT DEPRESSION 10904 7 3 0 37 SILENT GENERATION (1861)
SILENT MAJORITY 10905 7 3 1 36 SILENT GENERATION (1861)
PORK BUTT 11023 3 0 1 36 HUNGER GAMES (1882)
CHALLENGER INITIATES W L K POINTS TEAM NAME
MIGHTY MOUSE 11014 3 0 0 32 MOUSE HOUSE (1881)
SALMON 11022 2 1 0 30 HUNGER GAMES (1882)
MICKEY MOUSE 11019 2 1 0 30 MOUSE HOUSE (1881)
GET OUT 11006 2 1 0 30 SAY WHAT (1880)
SPAM 10903 6 4 0 29 SILENT GENERATION (1861)
CHALLENGER INITIATES W L K POINTS TEAM NAME
NOT NOW 11120 2 0 1 27 SAY WHAT (1880)
MINI MOUSE 11015 2 1 0 27 MOUSE HOUSE (1881)
RE-HOUSED MOUSE 11016 2 1 0 26 MOUSE HOUSE (1881)
INITIATES W L K POINTS TEAM NAME
NO 11011 1 2 0 23 SAY WHAT (1880)
BRISKET 11027 1 2 0 23 HUNGER GAMES (1882)
HOFFA!!! 11008 2 1 0 21 SAY WHAT (1880)
FRIDAY 11055 0 3 0 21 FIVE DAYS (1887)
MAISEY MOUSE 11020 0 3 0 21 MOUSE HOUSE (1881)
WHAT? 11007 1 2 1 19 SAY WHAT (1880)
TOO COLD 11118 1 0 0 16 BASH BROS TBALL (1899)
PROFITEROLE 11085 1 1 0 11 SIMPLY DESSERTS (1893)
CHUPACAPYBARA 11105 1 0 0 11 AGONY OF D'FEET (1897)
SNACK DUTY 11115 1 0 0 10 BASH BROS TBALL (1899)
CREAM PUFF 11089 1 1 1 5 SIMPLY DESSERTS (1893)
BAD COACH 11117 1 0 0 5 BASH BROS TBALL (1899)
CANNOLI 11086 1 1 0 4 SIMPLY DESSERTS (1893)
KLAKATTAX 11104 1 1 0 4 LUCKY RABBITS (1896)
MUD PIE 11087 1 1 0 4 SIMPLY DESSERTS (1893)
KEBAB ROSS 11108 1 0 0 4 AGONY OF D'FEET (1897)
WINDY 11116 1 0 0 4 BASH BROS TBALL (1899)
COMPETITIVE DAD 11119 0 1 0 1 BASH BROS TBALL (1899)
PIGSQUATCH 11109 0 1 0 1 AGONY OF D'FEET (1897)
PIGTOOTH 11107 0 1 0 1 AGONY OF D'FEET (1897)
-WOLMA 11100 0 1 0 1 LUCKY RABBITS (1896)
-SNOZZ 11102 0 1 0 1 LUCKY RABBITS (1896)
SIGMUND 10929 0 1 0 1 PLASTIC BOYS (1866)
-THUMBER 11101 0 1 0 1 LUCKY RABBITS (1896)
PIGBAG 11106 0 1 0 1 AGONY OF D'FEET (1897)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
THIRSTY THURSDA 11053 0 1 0 FIVE DAYS 1887 TEXAS TWINKIE 11024 631
DAWNA MORNING 11103 0 1 0 LUCKY RABBITS 1896 CREAM PUFF 11089 632
NO! REALLY! 11009 0 1 0 SAY WHAT 1880 PORK BUTT 11023 631
MACAROON 11088 0 2 0 SIMPLY DESSERTS 1893 WHAT? 11007 633
PERSONAL ADS
All right! All right! Look at all those new teams! Yes! Watch out, guys; you get
Assur's Bash Bros Tball next round! But, welcome; have fun; learn! -- FDR
Assur, do you always treat your Presidents, especially those in wheel chairs, with
such disdain? You have not seen the last of the IRS. -- FDR
Assur, I must give you credit for a finish with two wins to my one. Maybe in the next
set you can do that more often. (if your guys can hit the ball off that T?) -- FDR
Party, we partied on and on, then you punked out on me! -- WWII
M. Chardinee, thanks for filling in. -- McCarthy (practicing against NPCs to be ready
to rid the world of Reds)
What? You did not at all deserve that lousy of a match up. A salute to you for trying.
-- Great Depression
This next round will be the last for the Silent Generation. It was a blast! (as far as
generations go) -- FDR
Lucky Rabbits -- Rest in peace, Dawna. Lokking forward to the bloodfeud! -- Simply
Desserts
Klakattax -- Oh, I see, attack with the pointy end. This thing is comfusing! -- Cream
Puff
All --
Watch for tooth decay
Cause we've been gone a long time
But now here to stay
The Desserts have been away for many years, but happy to be back. I hope you all
brought your toothbrushes, floss, and insulin! See you in the sand.
WW II -- Minutes 2, 5, and the aftermath were definitely the highlights! Well done.
You deserve to be on the throne -- Party
New teams -- FDR/Consortium's words are very true. You can succeed with pretty
average setups. Do NOT expect the same level of success that the Consortium managers
get. His abilities of getting the most out of these setups is probably second to
none. He consistently impresses me -- especially with bashers. For most of us,
bashers are harder to get the kind of success you'll see his teams with. I really have
little explanation for his success with them, because when I see his bashers on the
sands, they do not look any better than mine. But his overall record with them is
very strong. -- Assur
LAST WEEK'S FIGHTS
PROFITEROLE was unbelievably bested by SALMON in a 2 minute Challenge fight.
MUD PIE was demolished by MINI MOUSE in a 1 minute one-sided Challenge melee.
CREAM PUFF was overpowered by MICKEY MOUSE in a 1 minute mismatched Challenge duel.
WW II outwaited VETERAN MERCENARY in a 9 minute Title fight.
MCCARTHY overpowered M. CHARDINEE in a 1 minute mismatched match.
SPAM was bested by TEXAS TWINKIE in a popular 1 minute duel.
BRISKET was devastated by GREAT DEPRESSION in a 1 minute mismatched match.
TUESDAY handily defeated NO in a 1 minute uneven fight.
SILENT MAJORITY won victory over FRIDAY in a action packed 1 minute duel.
PORK BUTT won victory over RE-HOUSED MOUSE in a 2 minute gruesome fight.
HOFFA!!! lost to MIGHTY MOUSE in a popular 3 minute fight.
WHAT? executed MACAROON in a 1 minute one-sided melee.
MAISEY MOUSE was overpowered by NOT NOW in a 1 minute one-sided match.
GET OUT devastated CANNOLI in a 1 minute mismatched conflict.
KLAKATTAX was demolished by TOO COLD in a 1 minute mismatched match.
CHUPACAPYBARA overpowered SIGMUND in a 2 minute mismatched conflict.
PIGBAG was savagely defeated by WINDY in a unpopular 9 minute gruesome novice's duel.
PIGTOOTH was handily defeated by SNACK DUTY in a 1 minute mismatched bout.
KEBAB ROSS slimly won victory over COMPETITIVE DAD in a 6 minute novice's brawl.
PIGSQUATCH was savagely defeated by BAD COACH in a 2 minute brutal novice's bout.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|LUNGING ATTACK 8 PARRY-LUNGE 6 - 3 - 0 67 |
|STRIKING ATTACK 6 STRIKING ATTACK 20 - 10 - 1 67 |
|BASHING ATTACK 6 LUNGING ATTACK 13 - 7 - 1 65 |
|WALL OF STEEL 5 BASHING ATTACK 15 - 11 - 1 58 |
|SLASHING ATTACK 4 TOTAL PARRY 14 - 11 - 0 56 |
|AIMED BLOW 4 PARRY-STRIKE 5 - 5 - 0 50 |
|PARRY-RIPOSTE 3 PARRY-RIPOSTE 3 - 3 - 0 50 |
|TOTAL PARRY 2 SLASHING ATTACK 9 - 11 - 1 45 |
|PARRY-LUNGE 0 AIMED BLOW 11 - 15 - 1 42 |
|PARRY-STRIKE 0 WALL OF STEEL 4 - 6 - 1 40 |
Turn 633 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:
LUNGING ATTACK 6 - 2 WALL OF STEEL 2 - 3 3 STRIKING ATTACK
PARRY-RIPOSTE 2 - 1 AIMED BLOW 0 - 4 2 SLASHING ATTACK
STRIKING ATTACK 4 - 2 PARRY-LUNGE 0 - 0 2 LUNGING ATTACK
SLASHING ATTACK 2 - 2 PARRY-STRIKE 0 - 0 1 TOTAL PARRY
BASHING ATTACK 3 - 3 1 AIMED BLOW
TOTAL PARRY 1 - 1 1 BASHING ATTACK
1 PARRY-LUNGE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
TOTAL PARRY WW II 10906 8 2 0 86 SILENT GENERATION (1861)
STRIKING ATTACK MCCARTHY 10902 8 2 0 83 SILENT GENERATION (1861)
BASHING ATTACK TEXAS TWINKIE 11024 3 0 1 41 HUNGER GAMES (1882)
WALL OF STEEL PORK BUTT 11023 3 0 1 36 HUNGER GAMES (1882)
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 COMPETITIVE DAD 11119. The ten other most popular fighters were MIGHTY MOUSE
11014, RE-HOUSED MOUSE 11016, CHUPACAPYBARA 11105, PROFITEROLE 11085, SALMON 11022,
TUESDAY 11058, SILENT MAJORITY 10905, MINI MOUSE 11015, MICKEY MOUSE 11019, and
MCCARTHY 10902.
The least popular fighter this week was PIGBAG 11106. The other ten least popular
fighters were WW II 10906, KEBAB ROSS 11108, WINDY 11116, PIGTOOTH 11107, SIGMUND
10929, KLAKATTAX 11104, CANNOLI 11086, MAISEY MOUSE 11020, MACAROON 11088, and
HOFFA!!! 11008.