DUEL 2 NEWSLETTER
Date : 03/21/2025 Duedate: 04/03/2025
NOBLISH ISLAND ARENA
DM 93 TURN 683
This Week's Top Honors
THE DUELMASTER IS
PICKUP TRUCK
BASH BROS COUNTRY (1939)
(93-11358) [8-0-0,88]
Chartered Recognition Leader Unchartered Recognition Leader
LADY SCARLET PICKUP TRUCK
COLORITES (1938) BASH BROS COUNTRY (1939)
(93-11352) [6-3-1,56] (93-11358) [8-0-0,88]
Popularity Leader This Week's Favorite
LADY SCARLET BRINE SUSPECT
COLORITES (1938) BLUE HERRINGS (1944)
(93-11352) [6-3-1,56] (93-11390) [2-0-0,31]
THE CURRENT TOP TEAM
SKIBIDI RIZZLERS (1941)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. SKIBIDI RIZZLERS (1941) 31
2. BASH BROS COUNTRY (1939) 30 COLORITES (1938)
3. BLUE HERRINGS (1944) 27 Unchartered Team
4. TROUBLEMAKERS (1958) 19
5. WHEREWOLVES (1942) 17 BASH BROS COUNTRY (1939)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*BASH BROS COUNTRY (1939) 30 6 0 83.3 1/ 1*SKIBIDI RIZZLERS (1941) 9 5 0
2/ 2*SKIBIDI RIZZLERS (1941) 15 8 0 65.2 2/ 7*BLUE HERRINGS (1944) 6 4 1
3/ 4*BLUE HERRINGS (1944) 6 4 1 60.0 3/ 3 COLORITES (1938) 6 5 0
4/ 3 COLORITES (1938) 24 22 3 52.2 4/ 2*BASH BROS COUNTRY (1939) 5 2 0
5/ 6*WHEREWOLVES (1942) 5 9 0 35.7 5/ 4*WHEREWOLVES (1942) 5 9 0
6/ 5*TROUBLEMAKERS (1958) 3 7 0 30.0 6/ 6*TROUBLEMAKERS (1958) 3 7 0
7- 7*JJKIER (1935) 2 9 0 18.2 7- 5*JJKIER (1935) 2 1 0
8/ 0*KAGE (210) 0 1 0 0.0 8/ 0*KAGE (210) 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
Tournament Scenario
or
John Dillinger Runs The Numbers
or
Tournaments Are Fun, Fun, Fun
In a recent DM93 newsletter, I offered The Consortium Total Parry spotlight. With a
Tournament Mailer coming shortly in April, it seems only appropriate to offer a
spotlight explaining Mailers and how one Consortium Total Parry from DM93 fared in a
Mailer.
Key things you will learn:
4 tournaments plus their type and timing
FE = Fight Equivalents
Tournament Prep
Some basic Consortium scum strategies
Aimed Blow/Scum relationships
Stat raising and burning skills
So, on to the spotlight...........................................................
The purpose of this spotlight is to give newcomers to D2 a sense or feeling or
information about tournaments, in this case a Mail-In tournament. Hence, John
Dillinger of Famous Hoosier, a former Noblish Island warrior, was selected as the
guinea-pig. (Note: Famous Hoosiers was a previous entrant here for The Consortium.
River Rats led by Commodore Perry was the Consortium rep. Of that day.)
So, a tournament.
Four times a year RSI holds tournaments. Winter and Summer are Face-To-Face
Tournaments where managers compete on-site against and can change strategies each and
every fight if they wish. The winter Face Site has always been in Tempe, AZ, (The RSI
Home Site) while the summer event in held in varying cities east of the Mississippi.
(The last ones were in D.C, Cincinnatti, and Tampa) The Mail-In Tournaments are done
completely via mail and managers submit predetermined strategies for their entered
warriors. (Each warrior is allowed a primary strategy and also a secondary strategy
which will be employed against selected styles.) Both events cost $7.00 per warrior
and are great fun. Warriors compete in classes, thereby allowing similarly experienced
warriors from all arenas to be fairly matched with each other. In tournaments, a
warrior's chance to learn skills or earn stat increases is half that in normal arenas.
Supposedly, the chances of dying are also halved.
I entered John Dillinger of Famous Hoosiers from Noblish Island in The Spring Mailer.
Prior to fighting JD in The Mailer, I wanted to give him the best possibility to
succeed. I prepared to fight him in the Apprentices class. Classes are segregated by
FE (Fight Equivalents). What is a fight equivalent? Each arena fight counts as one
fight and any tournament fights count as a half fight. The Apprentices Class is for
warriors with 1-4 FE. Having no tournament fights prior, I wanted to "max" JD for
Apprentices. By "max" I wanted him to fight with the maximum FE possible in that
class. By doing so, I optimized his chances to succeed. In order to assure that he was
maxed at tourney time, I had to sit JD out one fight on Noblish. Had I fought him, he
would have acquired 5 FE and would have had to compete as one of the least experienced
members of the Initiates Class. (5-10 FE)
Pre-Tournament, JD looked like this:
19(+1)-19(+1)-13-3-21(+1)-3-9,
a Total Parry who was Very Stupid, Ambidextrous, Clumsy, had Awesome Endurance, could
take Tremendous Damage, could carry Tremendous weight in armor and weapons and did
Great damage. Many would call this warrior a scum. I hesitated to call John Dillinger
that to his face.
JD did quite well in the tournament, finishing 5-3 against the best Apprentices in the
land. He also learned/trained very well, earning 4 stats and a skill.
Perhaps a general fight-by-fight summary would prove of value?
First, let me list for you the two strategies I chose and my training regimen I mailed
in for JD.
Normal strategy:
3-3-3-3-2-3-3 APA/F
3-3-3-3-2-1-3 0+ = LG & FI
5-5-5-5-7-8-5 bu = DA & WH
n-n-n-n-n-n-n
P-P-P-P-P-N-P
Alternate strategy:
(against TP)
1-1-1-1-1-1-1 ASM/F
1-1-1-1-1-1-1 0+ = SM & FI
1-1-1-1-1-1-1 BU = FI & WH
n-n-n-n-n-n-n
P-P-P-P-P-P-P
Training Regiment = DF, DF, DF, WT, WT, WT, skill the rest of the way (e.g. round one
through three train DF, round four through six train WT, round seven and on skill.)
Strategies, armor, weapons, backups, tactics, alternate strategy against, training,
etc, etc are all variable, and explaining MY choices or normal Consortium choices
would require a much, much longer spotlight. Perhaps another day.
As to JD's tournament action:
Fight one against a sz14 ambi LU -- JD parried 19, and absorbed 5 hits to win with no
swings in 3 rounds. He earned a DF train. (His DF to 10 which also came with a riposte
skill)
Fight two, another lunger sz8 who chose a longsword he had neither the ST nor DF to
wield. JD parried 18, and absorbed 3 hits, winning in four without swinging. He earned
another DF train! Lucky! (The math on that train for 21 WL, 2nd trained DF, tournament
halfing ratio = 105% x 50% x 50% = 26.5% chance.) AND, that DF was 11 for him, so it
came with 2 attack, 2 parry, and 2 defense skills)
Fight three, an aimer, and the bane of all scum. Sz5, scimitar, lacking strength.
While JD parried 13 attacks, he was hit by 9 regular and 3 critical swings and lost in
three rounds. He missed the DF train, which was only at a 13% probability.
Fight four, a plunger at sz5 with ale/l and a scimitar. JD actually dodged one, was
hit five times -- one a crit, but parried 21, before breaking his SC. Then the
opponent swung twice with fists, JD parrying both, one which did damage to the
opponent. Finally the opponent pulled a backup scimitar and swung five times all
parried. JD won in round 8 without swinging. JD did not get his WT train at appx
50/50.
Fight five's opponent was a scum similar to JD. The opponent is smaller at sz10 and
too low WT for the BS/ME he holds. Both of these are advantages to the scum opponent
as points are distributed elsewhere rather than in WT or SZ. Remember, JD is going to
use his alternate strategy against TPs. The opponent is as this: ASM/H, BS/ME (lacks
WT) with a backup SH and SM. The fight goes 23 minutes and JD wins on endurance. The
first swing of the match was in round eight by the opponent. Through 19 rounds the
only 2 swings were by the opponent which JD dodged and parried. By round 20, both are
tiring and able to hit. The opponent has 2 BS hits and a ME hit which caused JD to
drop the shield. JD was able to get in 2 SM hits, 1 WH hit, and 2 FI hits during that
time. This time JD does get his WT train and moves from very stupid to just plain
stupid.
JD is starting to feel good about his 4-1 record and is gloating like a gangster. His
downfall is coming.
Fight six is a sz9 striker with a scimitar, which JD defeats in six minutes with no
swings and 30 parried swings. He was hit five times and had to "suck up 2 normals, 2
crits, and 1 extra value blow. JD earned the 2nd WT train of his tourney (26.5%)
taking him to 5 WT and collecting the five skills at 5WT: Init, Rip, Attack, Defense,
and Decise.
Now JD is 5-1. He thinks he is Godfather.
Round seven is against a sz6 aimer, another bane to all scum. JD was celebrating way
too early! The aimed blow came out in asm/s and a dagger and ripped up JD in six
bloody minutes. The aimer's actions were like this: 10/32/2. (crits, swings extra
value blows) JD parried 13, amazingly dodged 9, but took too much damage otherwise and
lost. Sadly, he did not get any skills in his first ever skill train either.
JD's eighth and final fight was a sz7 striker who obviously knew how to fight a TP
like JD. The opponent was in ale/l ba/-. The opponent banged away for 4 minutes and
finished JD with a devastating blow. JD parried 21, 2 of which were crit parries --
one each with LG and WH. But he was hit 8 times, of which 3 were crits and 4 were
EVH's. JD did learn a defensive skill.
Such is JD's Mail-In tournament saga. He was a solid 5-3. He earned 4 stat increases,
which added 12 skills and he learned one additional skill. He now is a meaner (Can
John Dillinger be any meaner?) 19-19-13-5-21-3-11 TP. (and fully retired)
-- Written by: John Wooden, Famous Hoosier Manager (Consortium affiliated)
Amended by: Whisper: Manager, Famous Pets (Consortium affiliated)
Further amended by: FDR, Silent Generation (Consortium affiliated)
Additionally amended by: Colonel Mustard, Colorites (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
Dear Duelmaster,
I am Whiting. I am manager of the Troublemakers because they were brawling and
damaging my dry goods wagon and I persuaded them to fight professionally in the arena
instead of beating each other up, and in Atavista's case, her own self (she needs lots
of diversions to work off excess energy).
Horrglur Rulgroh sailed here to set up an export market for his Orc tribe's liquor
distillery. His contact did not appear. It turns out that Soren Hice had killed
Horglur's contact in a duel of honor. Soren Hice the Kannar had arrived on a earlier
vessel along with the Half-Elf Barbela Bloodstone. Soren desired Barbela, so did
Horglur's business partner, and all three of them were shouting at each other when
they blundered into my wagon (Barbela, in rhyming couplets).
I'd been distracted while trying to subdue Atavista. This impulsive Ratani had decided
to grab one of my best longswords without paying for it.
Well, it turns out that these Troublemakers (I gave them the name spontaneously) found
me persuasive. As I led our group toward the Noblish Island arena we noticed None of
Your Business trailing behind us. He won't explain why.
***---------*---------*---------*---------**---------*---------*---------*---------***
Assur's Guide to High Skill Hybrids
The last of the Hybrid types is perhaps the most unclear of the warrior types in terms
of getting them to win. High Skill Hybrids don't really have a clear path to victory,
but expect to win by virtue of the fact that they have more skills than their
opponents.
Assur is far from an expert in this type of warrior, but it has been shown many times
that pure skills CAN win. Sometimes, they are called skill whores, because they
sacrifice everything for more skills.
1) Design
As Hybrids, they want a bit of everything, but their focus is on high skills with some
balance of physicals (often meaning as long as you don't have little damage or little
endurance, you're good to go). But you especially want to make sure you hit major
skill breakpoints and always want a decent wit to ensure they keep learning skills as
fast as their peers around them.
Most commonly these Hybrids start with 8-11 Strength, but higher strength versions are
definitely possible, but since strength is not a main skill stat, 8-11 is most common.
You almost always want more constitution on this type of hybrid, but because you're
focusing on skills, you almost never add points here. Size and Speed are usually very
low, but there are plenty of high speed versions (usually made into Lungers).
High wit and deftness are the norm; 17 or 21 wit is highly recommended. High Will is
also nice. I recommend not trying this type of hybrid with less than 11 wit or less
than 11 deftness (both major skill breakpoints). Will of 9 (or even 7) is just fine
for endurance conserving styles.
The most 'extreme' examples of this type of hybrid look something like:
9-7-7-21-17-6-17, 12-3-9-21-17-5-17, and 11-4-5-21-17-9-17
More realistic versions (i.e., the chance of getting a set of stats that can make the
extreme versions is very small, you'll see these types of stats more often)
15-8-6-17-17-6-15, 12-3-13-17-17-5-17, 8-9-7-17-17-11-13, and 11-9-13-17-9-4-21
2) Style Choice
With 21 wit, pretty much any style can attempt to win with skills. Otherwise, the
following styles are recommended.
Lungers: The highest skill style, the highest base attack and defense, and the highest
favorite fighting rhythms all make for a very strong style. When you're looking for a
high skill style, Lungers should always be in the running. The downside is that they
require lots of endurance to run.
Wall of Steels: Wall of Steels start with the same initial skill total as a Lunger,
though the distribution is dramatically different. They also run well with lower
fighting rhythms, so do not need as much endurance as their lunger counterparts.
Still, it is a good idea to have high endurance for Wall of Steels.
Parry Lungers: This style falls just short of Lungers and Wall of Steels in the
traditional power rankings. But they are definitely on the higher side of of the
skill totals and built correctly can be powerful opponents.
For both Walls of Steel and Parry Lungers, their reluctance to learn riposte skills
suggests that hybrids of this style either start with some riposte, have a bit more
defensive oomph (parry, carry, and hit points), or are augmented in strategy with the
Riposte Tactic.
Aimed Blows: (With High Deftness, usually 17 or 21). Aimed Blows round out the styles
that naturally perform well as high skill hybrids. Aimed Blows are unique in that
they can do very well with extremely low strength (even 3) or will (7+) and still have
lots of skills. The do not need the endurance that the other high skill styles need.
The downside of hybrid AB's is that they can be extremely vulnerable to death given
the way they are typically designed.
And with 21 wit (or even 17), any of the ten fighting styles can learn fast enough to
outpace opponents in the skill race. Realize that wit is a high commodity stat, and
many of your opponents may also have 17 or 21 wit, especially teams run by managers
that focus on the tournament game.
3) Weapon Selection
Weapon selection for high skill hybrids varies by manager and design. The first
choice will normally be one of the top weapons in the game (SC, BA, BS, LO), but there
are other situations where your warrior may be better with another weapon. Maybe your
warrior likes to run fast (QS, HA, SS). Maybe your warrior wants a better riposting
weapon (EP). Maybe you want to strive for Knockdowns (LS). Perhaps you want to look
for your favorite weapon and get bonus skills that way!
Almost every weapon has its uses. I will warn once again that weapons that only deal
crushing damage tend to be underpowered. They do quite well against Scale Mail, but
otherwise are clearly outclassed by other weapons in the game. This is built into the
game mechanics.
4) Armor
You are a hybrid. You'll want to wear armor. How much needs to be a balance of your
endurance, carry ability, and your specific warrior's strengths. More defensive and
you might wear a bit extra armor. A faster hybrid (like the Lunger) will often wear a
bit less armor. A super low strength hybrid will wear very little.
Most importantly, unless you're expecting a certain type of fight, DO NOT OVERENCUMBER
YOUR HYBRID! This is the easiest way to make a hybrid perform poorly as the overall
encumbrance penalties are harsh.
5) Strategy and Tactics
Option #1: Look for your favorite rhythm. Warrior naturally fight better when they
are running at or near their favorite rhythm. You don't know what your favorite
rhythm is initially, but each style has rhythms that are common to the style and each
style as limits on what is possible to get. It is amazing what some warriors do when
running on their faves.
Option #2: Run hot (or semi-hot). Having your warrior going out hot is not a bad
strategy. There may be better strategies for your hybrid, but at least you'll know
he's going out with the intention to attack. Bad idea for most hybrids against pure
defensive warriors.
Option #3: Run defensive minute 1. This is especially effective for Wall of Steels,
but can be used by any of the style mentioned above. It also conserve endurance
better than option #2.
Option #4: Run a riposting strategy. This is highly dependent on your warrior, but
you don't need a lot of riposte to get the counterstrike. Generally this is a
moderate type strategy (too low and most warriors won't try to attack, unless those
low numbers happen to be their faves and then all bets are off).
DUELMASTER'S COLUMN
Notes from the arena champ.
I plan to park my truck here for the rest of my time in 93!
That's right! I'm planning to stay and drink to my own good health until the
Commission sends me outta here!
-- Pickup Truck
SPY REPORT
Good day, in NOBLISH ISLAND a quiet thief gets rich, but a quiet spymaster gets
poor. So bring me ale and harken to my tidbits of news. BLUE HERRINGS stable has
parlayed this turn's 4-1-1 into a 5 space move up the rankings. This brings them up
to 2nd place. Good work, guys! And let's see, DRAWL fought MR BRASS and gained 18
points and contributed to BASH BROS COUNTRY's 3-1-0. MR BRASS has lost to DRAWL,
falling 14 points, while helping make COLORITES a 2-3-0 turn. Defending his title
for another turn, PICKUP TRUCK kept NOBLISH ISLAND's warrior, VETERAN MERCENARY, from
claiming the throne. Tell me, is nothing sacred? I have heard from unimpeachable
sources that The Warty Toad uses trolls in their stew. Talk about gristle!
The crowd's roar, the smell of iron and leather, mixed with sweat, what more
could a warrior ask of life? Well, besides that. COLORITES 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 guess who avoided COLORITES stable the most? Believe it or not,
it was BASH BROS COUNTRY. Anyone surprised? Well, sports fans, take notice that
MISS PINK from COLORITES was NOBLISH ISLAND's most challenged warrior this turn.
The Dark Arena is for those who cannot win, not who cannot lose with grace.
Dignity in life or death is the warrior's creed. COLORITES has lost MISS PINK to the
arena in the sky, but they don't seem to be worried. What do you expect from 4-5-0?
A brave warrior does not carry a red shield, he has nothing to cover or hide when the
fight is over. Consider well.
Thought for the day, a new sword shines bright, but the notched sword sings the
sweetest. Well, I'm burning daylight here in NOBLISH ISLAND and I've a long road
ahead of me. Happy Trails. Until the sun next rises and my pen sets to paper--
Alarond the Scribe
DUELMASTER W L K POINTS TEAM NAME
PICKUP TRUCK 11358 8 0 0 88 BASH BROS COUNTRY (1939)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
BABY BIGGER BACK 11372 5 0 0 61 SKIBIDI RIZZLERS (1941)
ADEPTS W L K POINTS TEAM NAME
LADY SCARLET 11352 6 3 1 56 COLORITES (1938)
DRAWL 11355 7 1 0 51 BASH BROS COUNTRY (1939)
-LAME 11357 7 0 0 39 BASH BROS COUNTRY (1939)
BIGGIE BEAR 11369 3 2 0 38 SKIBIDI RIZZLERS (1941)
DOCTOR BROWN 11351 4 5 1 35 COLORITES (1938)
CHALLENGER INITIATES W L K POINTS TEAM NAME
WHACK-A-MOLEY 11368 3 2 0 33 SKIBIDI RIZZLERS (1941)
MR BRASS 11353 6 4 1 31 COLORITES (1938)
BRINE SUSPECT 11390 2 0 0 31 BLUE HERRINGS (1944)
PRETTY ALRIGHT 11388 1 1 1 28 BLUE HERRINGS (1944)
NEAR WHALE 11387 2 0 0 24 BLUE HERRINGS (1944)
INITIATES W L K POINTS TEAM NAME
RIZZER OF OZ 11469 2 1 0 22 SKIBIDI RIZZLERS (1941)
ATAVISTA 11465 2 0 0 21 TROUBLEMAKERS (1958)
LITTLE FISHY 11384 0 2 0 20 BLUE HERRINGS (1944)
DRINKING 11359 5 2 0 17 BASH BROS COUNTRY (1939)
SENIORITA YELLOW 11367 3 2 0 12 COLORITES (1938)
AUTO TUNE 11365 3 2 0 12 BASH BROS COUNTRY (1939)
BLOODY MEWER 11371 2 2 0 12 SKIBIDI RIZZLERS (1941)
DAVEY II 11385 1 1 0 11 BLUE HERRINGS (1944)
-SHIELDER 11336 1 2 0 11 JJKIER (1935)
HOKIE 11472 1 0 0 10 WHEREWOLVES (1942)
-BLOWER 11334 1 2 0 7 JJKIER (1935)
BARBELA BLOODSTONE 11467 1 1 0 6 TROUBLEMAKERS (1958)
MILDEW 11471 1 0 0 4 WHEREWOLVES (1942)
NONEOFYOURBUSINESS 11468 0 2 0 4 TROUBLEMAKERS (1958)
SOREN HICE 11466 0 2 0 4 TROUBLEMAKERS (1958)
HORGLUR RULGROH 11464 0 2 0 4 TROUBLEMAKERS (1958)
INITIATES W L K POINTS TEAM NAME
-BASHER 11338 0 3 0 3 JJKIER (1935)
KIYONE 1157 0 1 0 3 KAGE (210)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
MISS PINK 11349 4 5 0 COLORITES 1938 PRETTY ALRIGHT 11388 683
LITTLE PIG 1 11373 0 2 0 WHEREWOLVES 1942 STONE GOLEM 683 NONE
LITTLE PIG 5 11470 0 1 0 WHEREWOLVES 1942 MOUNTAIN TROLL 683 NONE
RAPLH 11377 0 3 0 WHEREWOLVES 1942 STONE GOLEM 683 NONE
PERSONAL ADS
LAST WEEK'S FIGHTS
LITTLE PIG 1 was butchered by STONE GOLEM in a 1 minute Dark Arena fight.
RAPLH was butchered by STONE GOLEM in a 3 minute Dark Arena duel.
LITTLE PIG 5 was murdered by MOUNTAIN TROLL in a 1 minute brutal Dark Arena melee.
PICKUP TRUCK overpowered VETERAN MERCENARY in a 2 minute bloody mismatched Title duel.
MR BRASS was overpowered by DRAWL in a 1 minute one-sided fight.
BIGGIE BEAR was viciously subdued by LADY SCARLET in a 2 minute gruesome brawl.
BABY BIGGER BACK overpowered FRATSFA SLAVE in a 1 minute one-sided struggle.
DOCTOR BROWN devastated BLOODY MEWER in a 1 minute one-sided competition.
SENIORITA YELLOW was handily defeated by WHACK-A-MOLEY in a 1 minute uneven melee.
MISS PINK was dispatched by PRETTY ALRIGHT in a 1 minute gory duel.
LITTLE FISHY was viciously subdued by ATAVISTA in a 3 minute duel.
DRINKING was savagely defeated by BRINE SUSPECT in a exciting 6 minute brutal fight.
NEAR WHALE viciously subdued SOREN HICE in a 3 minute master vs. novice conflict.
AUTO TUNE beat KIYONE in a 3 minute gory amateur's conflict.
DAVEY II viciously subdued NONEOFYOURBUSINESS in a 2 minute gruesome amateur's bout.
HORGLUR RULGROH was viciously subdued by MILDEW in a 7 minute amateur's bout.
BARBELA BLOODSTONE was narrowly defeated by HOKIE in a 3 minute novice's bout.
RIZZER OF OZ overpowered EMBEZZLING SCRIBE in a 1 minute one-sided bout.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|SLASHING ATTACK 4 TOTAL PARRY 15 - 4 - 0 79 |
|STRIKING ATTACK 4 LUNGING ATTACK 22 - 6 - 1 79 |
|BASHING ATTACK 4 PARRY-RIPOSTE 5 - 3 - 0 63 |
|LUNGING ATTACK 3 SLASHING ATTACK 16 - 11 - 2 59 |
|PARRY-LUNGE 3 STRIKING ATTACK 18 - 14 - 1 56 |
|PARRY-STRIKE 3 AIMED BLOW 8 - 9 - 0 47 |
|PARRY-RIPOSTE 3 PARRY-STRIKE 5 - 6 - 0 45 |
|TOTAL PARRY 2 PARRY-LUNGE 3 - 5 - 1 38 |
|AIMED BLOW 2 BASHING ATTACK 13 - 23 - 1 36 |
|WALL OF STEEL 2 WALL OF STEEL 3 - 8 - 1 27 |
Turn 683 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 3 - 0 PARRY-RIPOSTE 1 - 2 4 STRIKING ATTACK
PARRY-LUNGE 2 - 1 AIMED BLOW 0 - 2 2 LUNGING ATTACK
PARRY-STRIKE 2 - 1 WALL OF STEEL 0 - 2 2 SLASHING ATTACK
SLASHING ATTACK 2 - 2 1 AIMED BLOW
STRIKING ATTACK 2 - 2 1 PARRY-RIPOSTE
BASHING ATTACK 2 - 2 1 BASHING ATTACK
TOTAL PARRY 1 - 1
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
LUNGING ATTACK PICKUP TRUCK 11358 8 0 0 88 BASH BROS COUNTRY (1939)
PARRY-RIPOSTE BABY BIGGER BACK 11372 5 0 0 61 SKIBIDI RIZZLERS (1941)
STRIKING ATTACK LADY SCARLET 11352 6 3 1 56 COLORITES (1938)
AIMED BLOW BIGGIE BEAR 11369 3 2 0 38 SKIBIDI RIZZLERS (1941)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is LADY SCARLET 11352. The most popular warrior this
turn was BRINE SUSPECT 11390. The ten other most popular fighters were NEAR WHALE
11387, ATAVISTA 11465, PICKUP TRUCK 11358, LADY SCARLET 11352, HOKIE 11472, BABY
BIGGER BACK 11372, DOCTOR BROWN 11351, WHACK-A-MOLEY 11368, AUTO TUNE 11365, and
DAVEY II 11385.
The least popular fighter this week was MILDEW 11471. The other ten least popular
fighters were HORGLUR RULGROH 11464, RAPLH 11377, KIYONE 1157, DRINKING 11359,
NONEOFYOURBUSINESS 11468, SENIORITA YELLOW 11367, BLOODY MEWER 11371, BIGGIE BEAR
11369, MR BRASS 11353, and SOREN HICE 11466.
WINTER FACE-TO-FACE IN TEMPE!
We hope you will join us at our winter FTF in Tempe, AZ, January 16-18, 2026! It will
be held at our usual Embassy Suites Hotel in Tempe, Arizona (480-897-7444). Room
rates are $214.00 per night, 1-2 occupancy, which includes full cooked breakfast,
complimentary manager's reception, free parking and free high speed internet. There's
a fitness center, jacuzzi, and pool. The rooms are blocked (the group code is coming
soon).
The official block cutoff is mid-December so make your reservations ASAP!
The hotel reservation site is: (coming soon) http://tinyurl.com/FF76inTempe
Please note that doubles are limited. As always, if the block is full, please make
your reservation the best you can (book a king, and/or book at normal rates) and let
us know and we'll work with the sales office to get them to correct your reservation.
Minioverviews and the tournament announcement will be out in December.
We look forward to seeing you in January! -- RSI