DUEL 2 NEWSLETTER
Date : 09/22/2023 Duedate: 10/05/2023
NOBLISH ISLAND ARENA
DM 93 TURN 644
This Week's Top Honors
THE DUELMASTER IS
PORKY
BANGERS & MASH (1901)
(93-11134) [6-2-0,38]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY PORKY
BANGERS & MASH (1901)
(93-11134) [6-2-0,38]
Popularity Leader This Week's Favorite
GIBRALTER NUNTU BRITE
BANGERS & MASH (1901) RENO'S TROOPS (1906)
(93-11132) [4-4-1,24] (93-11160) [1-1-0,4]
THE CURRENT TOP TEAM
THE NORSE (1864)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. CHILDHOOD T.V. (1909) 64
2. BASH BROS SUPERSTARS (1908) 32 DARK TOADS II (725)
3. BANGERS & MASH (1901) 25 Unchartered Team
4. STRANGER DANGER (1905) 20
5. THE NORSE (1864) 19 CHILDHOOD T.V. (1909)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*CHILDHOOD T.V. (1909) 5 0 1 100. 1/ 4*THE NORSE (1864) 6 4 0
2/ 1*THE NORSE (1864) 11 4 0 73.3 2/ 0*CHILDHOOD T.V. (1909) 5 0 1
3/ 0*BASH BROS SUPERSTA (1908) 3 2 1 60.0 3/ 3*BANGERS & MASH (1901) 5 5 0
4/ 5*BANGERS & MASH (1901) 21 19 1 52.5 4/ 0*UBER ACES (1903) 4 6 0
5/ 0*STRANGER DANGER (1905) 2 3 0 40.0 5/ 0*BASH BROS SUPERSTA (1908) 3 2 1
6/ 0*UBER ACES (1903) 5 10 0 33.3 6/ 5*RENO'S TROOPS (1906) 3 7 0
7/ 3*RENO'S TROOPS (1906) 3 7 0 30.0 7/ 0*STRANGER DANGER (1905) 2 3 0
8/ 0*PLASTIC BOYS (1866) 1 3 0 25.0 8/ 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
WARRIOR AND TEAM DESIGN
(A lesson in The Consortium method)
Or: Do You Remember? (CHILDHOOD T V )
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 "TANK", manager and
agent of CHILDHOOD TV., a member of The Consortium, who is a long, long time (35+
year) 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. (Yes; 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.
Now I have to tell you this. This is a pretty decent rollup sheet of random warrior
potential. Opportunities abound! (Some good; some bad.) But some of the fun of D2 is
designing a seemingly inadequate warrior, and strategizing them to being a winner! So,
let's get at it -- the Consortium way.
First, some solid advice. 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
subsequent point additions, the probable design, and potential style direction. (So
review WT/WL options first.)
2. Generally design to strengths/excesses, making high roll numbers higher.
(Accentuate the positive.)
3. Design to stat/skill break points to maximize starting skills. (Know what base
skills are attached to stat points, and weapon strength requirements. Be sure to
ask RSI for the C.I.C. with helpful starting info.)
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, though, 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. A warrior has to have some strength; weapon choice and weapon damage is impaired
otherwise; 9 is normally minimum, but 11+ really best
9. Do not add to CN for pure offensives.
10. Defensive style warriors need big WL and CN. And, then, ST, too.
11. Physicals never hurt any warrior. Warriors can win early on with lesser skill, but
good physicals.
12. 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!
13. 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.
14. However, there is not a thing wrong with making a burner. (10% ish of Consortium
warriors are planned burners.)
15. Have variation in styles in arenas. This allows for better challenging, avoiding,
and match-ups. (Adding also fun and learning through variety.)
16. Design to the numbers, then choose style, rather than predetermine a style, then
design. (At least until you really know what you are doing.)
17. PRIMARY PRINCIPLE: 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
CHILDHOOD TV. 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 avoid 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, TANK, manager
of the CHILDHOOD TV. 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.
Two very similar rollups coming up and I reacted similarly to them, but made the two
different styles.
12-7-12-14-7-4-14 to 17-7-12-17-9-4-17 BA
15-7-8-13-7-7-13 to 17-7-8-17-9-9-17 ST
All had ST, WT, DF as the highest stat, and neither offered a chance at high WL. Hence
ST and WT and DF were taken to 17(see concept #2), all nice skill break points.(See
concept #3.) The remainder were added to bring WL to 9. (See concept #7 and #3.) and
the remainder to SP. Similar warriors, but two styles. (See concept #14.)
11-9-18-9-9-5-9 to 11-9-18-15-15-5-11 LU. Big warriors are often tough to design, and
because so many stat points are taken for the size, they often are not always
"pretty". That said, I like this warrior! Concept #1 led me to upping both WT & WL to
15, both nice skill breakpoints. (Concept #3.) The final 2 went to bring DF to 11, a
great skill breakpoint and 11 DF is a really great asset for weapon selection. And a
lunger for a third style. (Concept #14.)
13-7-6-10-10-11-13 to 17-7-6-15-15-11-13 SL or ST or BA.
5-12-13-12-12-4-12 to 11-12-13-17-15-4-12 SL or ST or BA.
For the latter I chose SL to make the fourth style, and the former becomes a ST, even
though I wanted a defensive warrior to round out the team.
17-7-6-15-15-11-13 ST from 13-7-6-10-10-11-13. I take care of WT and WL first moving
them to 15. (Concepts #1, #3, and #4.) I do add four to ST' one of the largest stats
taking it to 17. As I said above, I make it a striker.
11-12-13-17-15-4-12 from 5-12-13-12-12-4-12. First and foremost is the strength issue
(see concept # 8) so I add 5 to get strength to eleven. The remainder were added to WT
& WL (concepts #1 and #2) considering skill break points. (See concept #3.) Note: I
did consider making this a "burner" Total Parry (see concepts #12 #14, #15) for
variety, and it would then, have been a 11-16-13-12-16-4-12 TP. (Perhaps I should
have!)
The team mix is acceptable, with four different styles. I like it. I wish you good
luck competing against CHILDHOOD T V warriors. I suspect this team will meet the 60%
objective (Read Concept #17.) 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 = 17 (Looks typical and solid.)
CN = 0 (CN is usually minimal; all are offensive styles; no base skills are
added with CN)
SZ = 0 (Cannot add to size.)
WT = 23 (1 of 2 most important stats. (Adding many here is common, and usually
beneficial.)
WL = 18 (1 of 2 most important stats)
SP = 3 (SP and CN are usually least added stats.)
DF = 9 (DF adders are often quite variable. 9 looks good for this group.)
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.)
-- TANK, Manager of CHILDHOOD TV. (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
Bash Bros Superstars
What is wrong with super stars? To start with they think they are ENTITLED. To
what?!? Just about everything... This warrior came to me as 5-12-16-9-10-5-13. This
is not a great setup. High size and medium con, wit and will. I'd normally tell
people to not bother or go with a power style (ST/LU/TP). Any of those three could be
used on this particular warrior. Because this is a short term warrior for me, I
decided to go with the 4th power style, AB. AB's have lots of advantages at the very
beginning of the game. I can hit several breakpoints and they deal with low strength
amazing well. My design: 7-14-16-15-10-5-17 AB. Sometimes these are great on the
sands. Sometimes not so great.
Next up, we know that super stars are all about their looks. So COSMETIC SURGERY
is commonplace. Sadly, this means that way too many people who can't afford it also
follow their super stars example and also get cosmetic surgery. This warrior came as
13-12-14-13-3-10-5. The dreaded low WL/DF setup. With 14 size, going with a low will
hybrid is challenging, but that is one route. DA is another route. The final choice
is an offensive. The points work ok for this, but you'd love to move some points off
of CN. The two designs I looked at were 13-12-14-15-9-10-11 ST and 13-12-14-17-9-12-7
BA. The bashers skills are better, but I normally tell people I do NOT like 9 WL/7 DF
bashers (one or the other of those stats is preferred to be higher).
The stars are also full of themselves, CONCEITED. 11-10-17-9-10-4-9. Ouch, a
really big one! This time, I'm going to scum it up. The only other thing I'd tell
someone to look at is a lunger. Or again, a fully Dark Arena worthy recruit. My scum
setup is 11-16-17-9-16-4-11 TP.
NO LOYALTY? Check? Though this applies to a lot of people, not just super
stars. This time, I am given a setup that has the dreaded low ST/WL combo. 3-13-15-
10-3-16-10. This is clearly an offensive, so I'm going to pour the points into ST AND
WL and hit the 11 wit/deft breakpoints. 9-13-15-11-9-16-11. I'll make him a SL.
Very few people like 11 wit offensives. I'm one of those few. Have I mentioned that
the dark arena is your friend? Many recruits are not good! This is another one.
Easily the best warrior of this group is OVERPAID. (I hear it is hard to find
good help, so to get it you have to over pay). Super stars are often (always?)
OVERPAID because of their status. 6-9-16-15-6-6-12. This looks like a striker. 9-9-
16-21-10-6-13 ST is solid. It is on the slow side, but otherwise has everything you
want in a striker. I know what to expect from that striker, so I am trying something
different. 7-10-16-21-7-6-17 AB. AB's are so good at the beginning of the game it is
easy to imagine that this guy might do well. Once he attacks, he'll win many fights.
The trick is getting him to attack.
How did they turn out?
ENTITLED, CONCEITED looks exactly like I'd expect
OVERPAID came back with great damage (a very nice roll, expected ~10% of the time)
NO LOYALTY came back with great damage and expert initiative, both very nice rolls. I
would have loved an attack bonus, but that wasn't in the cards.
COSMETIC SURGERY came back with normal endurance, which is better than expected.
SPY REPORT
Much has changed in NOBLISH ISLAND since last I was here. Never fear, Olaf
Modeen adapts to many situations, as do all successful fighters. Bein' on top is
great while it lasts, MY DIET FOOD. But how many friends do you have now? Up 'n
down. Up 'n down. Rankings always change. Up 'n down. I think I'm gonna be...
Well, THE NORSE's 1st moved them up to 3-2-0 place. BANGERS & MASH showed NOBLISH
ISLAND what they were made of as they fought with a vengeance to walk off with 4-1-0.
A team with purpose! A team with the skill to back up their boasts! Getting a 5-0-1
their first time out is CHILDHOOD T.V.. What's with MAVERICK? He actually beat THE
NORSE's ASMUND, and walked away with 17 more points from the fight. Laughs were big
at BASH BROS SUPERSTARS while they watched CONCEITED clobber NUNTU BRITE. He lost 9
points and got bruised from objects thrown from the stands. I'm sure NOBLISH ISLAND
is excited about PORKY, the new Duelmaster from BANGERS & MASH. (remember?) But
when you've seen as many as I have... Advice to fighters with a 1 will--give up
fighting!
If at first you don't succeed, avoid. That'll get you in the Spyreports.
NOBLISH ISLAND thinks RENO'S TROOPS and their 3-7-0 is too much! If at first you
don't succeed, give up... In my day, no team with a 3-2-0 would scare me off!
What's the problem, THE NORSE? How well I know the feeling of being the most
challenged warrior, BIG LUG! Don't make idle boasts, they may come back to haunt
you.
Warriors of NOBLISH ISLAND unite. You have only your games to lose! Here's
some advice: study your opponent, master many skills, fight dirty.
Many other cities have retirement homes for aged warriors. Any plans here?
NOBLISH ISLAND is a nice place to live, but I don't like to live in nice places.
Time for my medication, so I'll leave now. Practice, practice, practice!-- Olaf
Modeen
DUELMASTER W L K POINTS TEAM NAME
PORKY 11134 6 2 0 38 BANGERS & MASH (1901)
CHALLENGER INITIATES W L K POINTS TEAM NAME
ERIK 10917 3 0 0 26 THE NORSE (1864)
BIG LUG 11146 2 1 0 26 UBER ACES (1903)
GIBRALTER 11132 4 4 1 24 BANGERS & MASH (1901)
INITIATES W L K POINTS TEAM NAME
WALTER 11131 3 5 0 22 BANGERS & MASH (1901)
SKARDE 10921 2 1 0 19 THE NORSE (1864)
MAVERICK 11179 1 0 0 17 CHILDHOOD T.V. (1909)
XENA 11133 3 5 0 16 BANGERS & MASH (1901)
BJORN 10920 2 1 0 16 THE NORSE (1864)
GORM 10919 2 1 0 14 THE NORSE (1864)
CONCEITED 11170 1 0 0 13 BASH BROS SUPERSTAR (1908)
FLASH GORDON 11177 1 0 0 13 CHILDHOOD T.V. (1909)
HOWDY DOODY 11176 1 0 1 12 CHILDHOOD T.V. (1909)
PERRY MASON 11178 1 0 0 12 CHILDHOOD T.V. (1909)
ELMO EL TICKLER 11159 1 0 0 12 STRANGER DANGER (1905)
OVERPAID 11174 1 0 0 10 BASH BROS SUPERSTAR (1908)
TWILIGHT ZONE 11175 1 0 0 10 CHILDHOOD T.V. (1909)
ASMUND 10918 2 1 0 7 THE NORSE (1864)
ENTITLED 11171 1 0 1 7 BASH BROS SUPERSTAR (1908)
PROTON 11144 1 2 0 7 UBER ACES (1903)
SIGMUND 10929 1 3 0 6 PLASTIC BOYS (1866)
DAME JEDI 11147 1 2 0 5 UBER ACES (1903)
ASSURS HONOR 11145 1 2 0 5 UBER ACES (1903)
SIR CHAFESALOT 11155 1 0 0 5 STRANGER DANGER (1905)
NUNTU BRITE 11160 1 1 0 4 RENO'S TROOPS (1906)
GAWEE GUYGAX 11161 1 1 0 4 RENO'S TROOPS (1906)
FAYR SKINN 11163 1 1 0 4 RENO'S TROOPS (1906)
ZULUNI 11143 0 3 0 3 UBER ACES (1903)
THIN LIZZY 11162 0 2 0 2 RENO'S TROOPS (1906)
COSMETIC SURGERY 11173 0 1 0 1 BASH BROS SUPERSTAR (1908)
FATE 11185 0 1 0 1 BANGERS & MASH (1901)
OPRAHWINDFURY 11157 0 1 0 1 STRANGER DANGER (1905)
JOBLASS 11156 0 1 0 1 STRANGER DANGER (1905)
NO LOYALTY 11172 0 1 0 1 BASH BROS SUPERSTAR (1908)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
HAFF WITT 11164 0 2 0 RENO'S TROOPS 1906 HOWDY DOODY 11176 644
KARL 11158 0 1 0 STRANGER DANGER 1905 ENTITLED 11171 644
PERSONAL ADS
A warrior named Assur's Honor? Well deserved. -- Tank (Childhood T.V.)
I hope you all welcomed my Childhood T.V. warriors with a lot of wins! -- Tank
Ask me questions. Ask Assur questions. My answers come from South Carolina. His are
from California. We've got you covered. -- Tank
Board Meetings -- It bums me out that the first notch in your war hammer is mine... --
Thin Lizzy
No Coach -- Thanks for the new scar. I owe you one. *grin* -- Haff Wit
Greetings to the fair people of Noblish Isle. I am Reno, the Stable Master of Reno's
Troops. We have travelled far to reach your reat arena and look forward to pitting our
fine warriors against the other great stables.
Diet Mt. Dew -- Looks like I bit off more than I could chew. -- Skarde
Hard Boiled Egg -- I like'em hard boiled! :) -- Gorm
Assur's Honor -- That went way faster than expected. I'm ready for a rematch when you
are. -- Erik
Greetings All -- I have created a new Duel 2 website listing all of the Newsletter 93
articles in order to help new managers get their bearings. Please visit
www.noblishisland.info. I hope this will be useful for you. If you have comments or
questions, please send queries to noblishisland@gmail.com. -- Agnar the Red
Yes, I love the slow arenas for exactly that reason. 2 week turn around is 'fast'.
If you are looking for a good slow arena, DM 31 is a nice place. Consistent group of
managers with a human spy report (as opposed to most arenas getting a computer spy
reporter. It is competitive, so don't expect to win, but that also means you won't
develop bad habits. I always recommend not going to an arena that rewards bad
habits. -- Assur
LAST WEEK'S FIGHTS
XENA bested DAME JEDI in a crowd pleasing 1 minute Challenge fight.
BJORN won victory over SIGMUND in a exciting 1 minute beginner's Challenge battle.
GORM was luckily beaten by BIG LUG in a 2 minute bloody amateur's Challenge duel.
PORKY luckily beat THE USEROUS MERCHANT in a monotonous 14 minute bloody Title fight.
WALTER devastated ZULUNI in a 2 minute one-sided duel.
GIBRALTER bested THIN LIZZY in a 2 minute match.
ASMUND was devastated by MAVERICK in a 1 minute one-sided competition.
ERIK handily defeated NO LOYALTY in a 1 minute uneven melee.
SKARDE vanquished ASSURS HONOR in a action packed 1 minute one-sided duel.
NUNTU BRITE was unbelievably bested by CONCEITED in a 4 minute novice's fight.
PROTON beat FATE in a exciting 1 minute novice's fight.
HAFF WITT was butchered by HOWDY DOODY in a 1 minute mismatched conflict.
FAYR SKINN was subdued by PERRY MASON in a 1 minute amateur's match.
GAWEE GUYGAX was luckily beaten by ELMO EL TICKLER in a 7 minute amateur's conflict.
KARL was slain by ENTITLED in a 3 minute beginner's struggle.
OPRAHWINDFURY was handily defeated by OVERPAID in a 1 minute mismatched bout.
JOBLASS was devastated by TWILIGHT ZONE in a 1 minute one-sided brawl.
SIR CHAFESALOT beat COSMETIC SURGERY in a 4 minute novice's match.
FLASH GORDON overpowered CONVICTED THIEF in a 1 minute one-sided match.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|STRIKING ATTACK 7 SLASHING ATTACK 20 - 7 - 2 74 |
|LUNGING ATTACK 6 AIMED BLOW 21 - 10 - 2 68 |
|BASHING ATTACK 5 TOTAL PARRY 17 - 14 - 0 55 |
|SLASHING ATTACK 4 LUNGING ATTACK 42 - 37 - 2 53 |
|TOTAL PARRY 3 BASHING ATTACK 22 - 20 - 3 52 |
|AIMED BLOW 3 WALL OF STEEL 15 - 15 - 0 50 |
|WALL OF STEEL 3 STRIKING ATTACK 25 - 27 - 1 48 |
|PARRY-STRIKE 3 PARRY-LUNGE 4 - 7 - 0 36 |
|PARRY-LUNGE 2 PARRY-STRIKE 2 - 4 - 0 33 |
|PARRY-RIPOSTE 0 PARRY-RIPOSTE 3 - 8 - 0 27 |
Turn 644 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:
TOTAL PARRY 3 - 0 BASHING ATTACK 2 - 3 2 TOTAL PARRY
AIMED BLOW 2 - 1 PARRY-STRIKE 1 - 2 2 SLASHING ATTACK
WALL OF STEEL 2 - 1 LUNGING ATTACK 2 - 4 2 STRIKING ATTACK
STRIKING ATTACK 4 - 3 PARRY-RIPOSTE 0 - 0 2 LUNGING ATTACK
PARRY-LUNGE 1 - 1 1 AIMED BLOW
SLASHING ATTACK 2 - 2 1 BASHING ATTACK
1 PARRY-LUNGE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
TOTAL PARRY PORKY 11134 6 2 0 38 BANGERS & MASH (1901)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is GIBRALTER 11132. The most popular warrior this turn
was NUNTU BRITE 11160. The ten other most popular fighters were GAWEE GUYGAX 11161,
COSMETIC SURGERY 11173, BJORN 10920, GORM 10919, GIBRALTER 11132, PROTON 11144,
ENTITLED 11171, XENA 11133, MAVERICK 11179, and SKARDE 10921.
The least popular fighter this week was PORKY 11134. The other ten least popular
fighters were ELMO EL TICKLER 11159, SIR CHAFESALOT 11155, JOBLASS 11156,
OPRAHWINDFURY 11157, KARL 11158, FAYR SKINN 11163, HAFF WITT 11164, NO LOYALTY 11172,
ASMUND 10918, and SIGMUND 10929.
FACE-TO-FACE TOURNEY LXIX
INITIATES TOURNEY W L K TEAM NAME
CREAM PUFF 11089 (4-4-1) 1 3 0 DEAD SIMPLY DESSERTS
CANNOLI 11086 (6-2-0) 0 3 0 SIMPLY DESSERTS
MUD PIE 11087 (5-3-0) 0 3 0 SIMPLY DESSERTS
PROFITEROLE 11085 (7-1-0) 0 3 0 SIMPLY DESSERTS
APPRENTICES TOURNEY W L K TEAM NAME
COOKIE DOUGH 11136 (2-2-0) 0 3 0 SIMPLY DESSERTS
ROOKIES TOURNEY W L K TEAM NAME
BONE CRUSHER 10670 (0-0-0) 0 3 0 TMNT