DUEL 2 NEWSLETTER
Date : 11/01/2024 Duedate: 11/14/2024
NOBLISH ISLAND ARENA
DM 93 TURN 673
This Week's Top Honors
THE DUELMASTER IS
WEATHER DELAY
BB CONSTRUCTION (1932)
(93-11309) [9-0-0,96]
Chartered Recognition Leader Unchartered Recognition Leader
GREYBACK WEATHER DELAY
HOGWARTS VILLAINS (1928) BB CONSTRUCTION (1932)
(93-11288) [7-2-0,45] (93-11309) [9-0-0,96]
Popularity Leader This Week's Favorite
ARAGOG PETER RABBIT
HOGWARTS VILLAINS (1928) FRESH MEAT (1929)
(93-11287) [7-3-0,35] (93-11293) [2-4-0,17]
THE CURRENT TOP TEAM
BB CONSTRUCTION (1932)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. EMU'S STRAIN (1931) 32
2. FRESH MEAT (1929) 23 HOGWARTS VILLAINS (1928)
3. HOGWARTS VILLAINS (1928) 14 Unchartered Team
4. BB CONSTRUCTION (1932) 13
BB CONSTRUCTION (1932)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*BB CONSTRUCTION (1932) 32 13 0 71.1 1/ 1*BB CONSTRUCTION (1932) 12 3 0
2/ 2 HOGWARTS VILLAINS (1928) 30 19 0 61.2 2/ 2 HOGWARTS VILLAINS (1928) 9 6 0
3/ 3*FRESH MEAT (1929) 14 16 3 46.7 3/ 4*FRESH MEAT (1929) 6 4 1
4/ 4*EMU'S STRAIN (1931) 12 21 1 36.4 4/ 3*EMU'S STRAIN (1931) 5 10 1
'*' 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 40 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. (But DF for aimed-blows is
very important.)
* 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
smaller 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 try 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):
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.
Challenge warriors or styles you think you can beat, or who will teach you well, or to
attempt to advance in the rankings.
Avoid those teams who have warriors that can probably beat you, or who are likely to
challenge you.
Remember: challenge warrior ID numbers (not names) and avoid team numbers (not names)
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:
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. (Feel free to computerze it all.)
Did each warrior fight as I expected from the strategy? Do I need to adjust or change
any strategies?
Did any warrior act over encumbered or tire faster than I thought? Do I need to adjust
strategies, armor, or weapons?
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?
Did another warrior out jump me when I did not expect it? Do I need to adjust
strategies or weapons?
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?)
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.)
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)
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 years, 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 Minneapolis, Cincinnati, New Orleans.) Great competition
and a fine chance to meet other managers and the RSI staff.
Version 10/24WFS
***---------*---------*---------*---------**---------*---------*---------*---------***
Assur's Guide to Pure Offensives
Offensives are the easiest type of warrior to design, run, and master. The idea of a
pure offensive is that you are going to come out fast and overwhelm your opponent with
your offensive abilities.
1) Design
When you are making a pure offensive, the things that matter most are:
Damage, Endurance, Attack skills, Decise skills, Initiative skills, and wit. While
other attributes and skills are nice, especially if you want to try fighting
differently, the pure offensive doesn't care much about them.
Damage is dictated by Strength and Size.
Endurance is dicated by Strength, Constitution, and Will (especially Will)
You get attack skills at:
Str: 5, 7, 15, 17, 21, 21 Wit: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21
Wil: 5, 7, 15, 17, 21, 21 Dft: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21
You get decise skills at:
Wit: 5, 7, 17, 21 Wil: 5, 7, 9, 15, 17, 21 Spd: All even values
You get init skills at:
Siz: 5, 7, 15, 17, 21, 21 Wit: 5, 7, 9, 11, 11, 11, 11, 13, 15, 17, 21, 21
Spd: 6, 9, 12, 15, 18, 21, 21 Dft: 5, 7, 7, 15, 15, 17, 21, 21
Wit helps you learn more skills and as you'll notice contributes to each of the skills
that you care about (attack, decise, and init). The only other thing to seriously
consider is your weapon selection.
Damage is probably the most important attribute, followed by decise and then attack.
Wit is also very important as you need to learn your offensive skills enough to keep
up your ability to overwhelm your opponents. One of the most common Bloodgames
designs for pure offensives is 17-3-3-21-21-8-11 (when a manager can dictate his
warriors' exact designs).
2) Style Choice
Strikers are the 'best' pure offensive style. They conserve endurance, learn the
best skills naturally (decise and attack), and can use all the good weapons. Their
only real negative is that they have fewer attack skills than the other pure offensive
styles.
Bashers are the next best choice. They learn the right skills (but learn attack
more than decise) and have more attack than strikers. However, their weapon choices
are not as good as strikers (which makes damage rating very important for bashers) and
do not conserve endurance like strikers.
Slashers are the last of the styles that are naturally a pure offensive. They do
not learn decise fast naturally, though, so while they are great with their attack and
initiative, they are generally slower than their counterparts. They have access to
most of the best weapons in the game, but do not have a great speed weapon.
Parry Strikers can also be run naturally as a pure offensive. They learn lots of
decise skills, but learn parry skills to go with it. They can use almost any weapon
and can make fine pure offensives.
None of the other styles learn decise naturally, so while it can be a favorite
learn for any other style, you can't count learning them, so speed can be an issue.
Other styles' strengths are not in the pure offensive category, but there is nothing
wrong with running other styles as pure offensives. Recommend HIGH WIT for these!
Many managers run Lungers as pure offensives and because of their natural high
favorite rhythms and high skill base it works just fine. But it is Assur's opinion
that Lungers' natural strengths do not make them the best choice for a pure offensive.
Aimed Blows with their incredible attack and endurance conservation are also often run
as pure offensives.
3) Weapon Selection (with requirements)
The following are my recommendations. Feel free to try other weapons.
Speed Weapons (best chance to attack first):
Short Spear (9 Str, 5 Wit, 7 Dft)
Quarterstaff (11 Str, 9 Siz, 11 Wit, 11 Dft)
War Hammer (13 Str, 5 Wit, 7 Dft)
Damage Weapons (when damage is what you really care about):
Battle Axe (15 Str, 7 Wit, 9 Dft -- If using an off-hand weapon, also 9 Siz)
Scimitar (9 Str, 11 Wit, 11 Dft)
Broadsword (11 Str, 9 Wit, 7 Dft)
Halberd (17 Str, 9 Siz, 9 Wit, 11 Dft)
Greatsword (15 Str, 9 Siz, 9 Wit, 11 Dft)
Other Good All Purpose Weapons:
Longsword (11 Str, 13 Wit, 11 Dft)
Maul (15 Str, 9 Siz, 5 Wit, 7 Dft)
Great Axe (13 Str, 9 Wit, 11 Dft)
Dagger (3 Str, 7 Wit, 7 Dft)
4) Strategy and Tactics
The most common strategy used by pure offensives is run hot. Hot means high
offensive effort (OE) and activity level (AL). 10 OE and 10 AL is very common.
Realize the hotter you run, the faster you will use your endurance. Most of the time
Assur lowers Activity level before Offensive Effort when trying to lower from the
tried and true 10-10-x strategy.
If you're fighting a pure defensive, they want you to use all your endurance, so
running this hot might not be a good idea. Running 1 AL is not a bad idea (they are
not going to try to attack you).
Also realize that every warrior has a favorite rhythm (favorite OE and AL) which
will make them fight 'better.' Some warriors don't like running super hot (or aren't)
as well suited to run super hot. Until you get to Advanced Duel2, you won't know for
sure what your favorite rhythm is. But you can experiment and sometimes get a feel
that your warrior runs very well as certain numbers. For each warrior you run, you
must decide if favorites will help you win more than using the 'tried and true'
strategy.
I am not a fan of using tactics. They hurt you as much as they help you. That
said, the Decise tactic is great for making you faster. It is easily countered by a
warrior using the Response tactic. I've won ridiculous fights (new warriors beating
20 fight warriors) by using the response tactic. The response tactic is a great way
to counter another offensive using the decise tactic.
I do not use Bash, Slash, or Lunge very often.
5) Armor
No armor is recommended. But death is a high risk. Even using the lightest armor
(ALE/L) protects against death in a major way compared to no armor. If you know
you're fighting someone faster than you, wearing armor may very well be a good idea.
(While who attacks first is dictated largely by luck, I'd rather not depend on luck if
I have another choice.)
DUELMASTER'S COLUMN
Notes from the arena champ.
What is the secret of my success? Well, Assur says I've gotten almost the perfect set
of things for a basher...
Bonused in attack, Nice Damage/Endurance, and learning close to perfectly, with only 3
of my 19 learns not in att/dec/ini.
He even says I'll be fighting past the normal ten turns of DM 93, which apparently has
only happened for one other warrior before me...
He added that he expect and desires me to graduate to ADM in exactly 20FE (which is
some complicated formula representing how many fights you have that includes sort of
half your tourney experience and of your regular arena fights)
Whatever! I just want to get through the weather and get home...
-- Weather Delay
SPY REPORT
Oh, hi. Its just little 'ol Debby Tonte. Thought I'd check out NOBLISH ISLAND
to see what's new. MVP award for WILD BOAR BIN? FRESH MEAT's proud of him after
beating NAGINI and getting 16 points. Talk about yer major upsets! MISTAKES' match
with THE USEROUS MERCHANT cost him a loss of 6 points! Don't you think the
Duelmaster is being unfair? I think WEATHER DELAY should let KHALHUMS DWARF be
Duelmaster for a while, without fighting about it. I hear the top team insists all
their warriors get nine hours sleep. They want photogenic fighters for PR photos.
So just why would someone becomes a warrior anyway? It can't be for these
really neat Spyreports can it? HOGWARTS VILLAINS was the most avoided team. Is a
30-19-0 record really that scary? Is there some deep dark secret why EMU'S STRAIN's
been avoiding HOGWARTS VILLAINS so much? Or is it just that they're too scared? Can
FRESH MEAT's WILD BOAR BIN be more popular than me? He was challenged the most, but
is that really the same?
Challenges, revenges, Bloodfeuds. All NOBLISH ISLAND ever talks about is
fighting! Me, I'm more laid back. What a bunch of heartless! I couldn't believe
how many people were snickering when WILD BOAR BIN killed NAGINI. So he had a 5-5-0,
that's no excuse! Hey you guys, don't you think your families would like to hear
from you? Write! (Or have someone write for you.)
I really didn't, you know, study when I was a kid. Who would've guessed I'd be
a famous Spyreporter? I know how much you like reading this stuff, but I really
should stop. Its been really albendranius! Later, guys-- Debby Tonte
DUELMASTER W L K POINTS TEAM NAME
WEATHER DELAY 11309 9 0 0 96 BB CONSTRUCTION (1932)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
NO SHOW 11310 7 2 0 62 BB CONSTRUCTION (1932)
ADEPTS W L K POINTS TEAM NAME
WILD BOAR BIN 11292 3 3 1 47 FRESH MEAT (1929)
GREYBACK 11288 7 2 0 45 HOGWARTS VILLAINS (1928)
ASTRID 11332 4 0 0 37 EMU'S STRAIN (1931)
ARAGOG 11287 7 3 0 35 HOGWARTS VILLAINS (1928)
SHODDY WORK 11312 5 4 0 34 BB CONSTRUCTION (1932)
CHALLENGER INITIATES W L K POINTS TEAM NAME
MISTAKES 11313 6 3 0 32 BB CONSTRUCTION (1932)
HERBIE HANBARK 11296 2 4 1 30 FRESH MEAT (1929)
CHALLENGER INITIATES W L K POINTS TEAM NAME
UMBRIDGE 11289 6 4 0 24 HOGWARTS VILLAINS (1928)
PETTIGREW 11286 5 5 0 24 HOGWARTS VILLAINS (1928)
INITIATES W L K POINTS TEAM NAME
SALLY SQUIRREL 11295 4 2 1 21 FRESH MEAT (1929)
AURORA 11331 2 2 1 21 EMU'S STRAIN (1931)
DAHLIA 11330 2 2 0 21 EMU'S STRAIN (1931)
BUDGET OVERRUN 11311 5 4 0 19 BB CONSTRUCTION (1932)
BOBBIE BRISKET 11294 3 3 0 19 FRESH MEAT (1929)
PETER RABBIT 11293 2 4 0 17 FRESH MEAT (1929)
ANNA 11305 0 7 0 7 EMU'S STRAIN (1931)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
BIRTA 11306 2 5 0 EMU'S STRAIN 1931 MASTER SEN GANAM 673 NONE
NAGINI 11290 5 5 0 HOGWARTS VILLAI 1928 WILD BOAR BIN 11292 673
PERSONAL ADS
Sorry all, but Helene held us back. No persads, no spots, etc. But both of us, Sorting
Hat and Assur are back. Took a swath through here, (We are appx 25 miles apart.)
downing power, and internet, and major trees; flooded homes down the rivers,
eviscerated bridges and eliminated parts of interstates. We consider ourselves quite
lucky. -- The Consortium
And that dratted Assur took advantage of the damage lull and lumped an 0-3 on me!
Yikes! -- Sorting Hat
Can Weather Delay go all the way to 10-0? Praise seems needed, so, under protest, I
give it. -- Sorting Hat
Live life. One never knows what my lie around the corner. -- Life Advice from The
Consortium
Just an fyi, this probably isn't said often enough, but how a warrior learns is a big
deal. Several of the Hybrid styles (WS, LU, TP, PL) love to learn riposte. Pure
Offensives want att/dec/ini (especially the first two). Scum don't care about
anything except parry at the beginning.
Meanwhile, learning wrong can dramatically impact your ability to win in a
negative way. LU's with parry favorite learn? BA's with defense or riposte? PR's
with decise? There are lots of bad combos of learning... For the tourney game?
Crippling. For regular arena? Undesirable, but depending on the warrior, not
necessarily dark arena worthy. -- Assur
LAST WEEK'S FIGHTS
BIRTA was butchered by MASTER SEN GANAMIR in a 1 minute Dark Arena fight.
NAGINI was butchered by WILD BOAR BIN in a 1 minute one-sided Challenge duel.
WEATHER DELAY handily defeated KHALHUMS DWARF in a 1 minute one-sided Title match.
MISTAKES was viciously subdued by THE USEROUS MERCHANT in a slow 14 minute fight.
NO SHOW devastated CAPTURED ORC in a 1 minute uneven brawl.
GREYBACK overpowered AURORA in a 1 minute one-sided struggle.
SHODDY WORK devastated OSKSI NOBLE in a 1 minute one-sided competition.
ARAGOG viciously subdued BOBBIE BRISKET in a action packed 2 minute gruesome melee.
SALLY SQUIRREL was vanquished by ASTRID in a 1 minute uneven fight.
PETER RABBIT lost to PETTIGREW in a popular 4 minute fight.
UMBRIDGE beat ANNA in a 2 minute melee.
HERBIE HANBARK overpowered BUDGET OVERRUN in a 1 minute one-sided fight.
DAHLIA demolished PERSISTANT BEGGAR in a 1 minute mismatched competition.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 4 TOTAL PARRY 17 - 8 - 0 68 |
|LUNGING ATTACK 4 AIMED BLOW 10 - 7 - 0 59 |
|STRIKING ATTACK 4 LUNGING ATTACK 25 - 19 - 3 57 |
|SLASHING ATTACK 3 BASHING ATTACK 25 - 20 - 2 56 |
|TOTAL PARRY 2 WALL OF STEEL 12 - 14 - 0 46 |
|WALL OF STEEL 2 STRIKING ATTACK 21 - 25 - 1 46 |
|PARRY-STRIKE 1 SLASHING ATTACK 25 - 30 - 1 45 |
|AIMED BLOW 0 PARRY-RIPOSTE 4 - 5 - 0 44 |
|PARRY-LUNGE 0 PARRY-STRIKE 5 - 7 - 0 42 |
|PARRY-RIPOSTE 0 PARRY-LUNGE 0 - 2 - 0 0 |
Turn 673 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:
PARRY-STRIKE 1 - 0 SLASHING ATTACK 1 - 2 3 STRIKING ATTACK
BASHING ATTACK 4 - 0 AIMED BLOW 0 - 0 2 BASHING ATTACK
LUNGING ATTACK 2 - 2 PARRY-LUNGE 0 - 0 2 SLASHING ATTACK
STRIKING ATTACK 2 - 2 PARRY-RIPOSTE 0 - 0 2 LUNGING ATTACK
TOTAL PARRY 1 - 1 WALL OF STEEL 0 - 2 1 AIMED BLOW
1 PARRY-LUNGE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
BASHING ATTACK WEATHER DELAY 11309 9 0 0 96 BB CONSTRUCTION (1932)
STRIKING ATTACK NO SHOW 11310 7 2 0 62 BB CONSTRUCTION (1932)
LUNGING ATTACK ASTRID 11332 4 0 0 37 EMU'S STRAIN (1931)
SLASHING ATTACK SHODDY WORK 11312 5 4 0 34 BB CONSTRUCTION (1932)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is ARAGOG 11287. The most popular warrior this turn
was PETER RABBIT 11293. The ten other most popular fighters were ARAGOG 11287, ANNA
11305, WEATHER DELAY 11309, ASTRID 11332, DAHLIA 11330, NO SHOW 11310, GREYBACK
11288, SHODDY WORK 11312, BOBBIE BRISKET 11294, and HERBIE HANBARK 11296.
The least popular fighter this week was MISTAKES 11313. The other ten least popular
fighters were BUDGET OVERRUN 11311, UMBRIDGE 11289, PETTIGREW 11286, SALLY SQUIRREL
11295, AURORA 11331, WILD BOAR BIN 11292, NAGINI 11290, BIRTA 11306, HERBIE HANBARK
11296, and BOBBIE BRISKET 11294.