The glaser rounds would take effect on the 2nd strike of
the first round of combat, right?
Glaser Rounds
Combat
Ammo. Only usable before resolution of a gun's strike.
This gun inflicts +2 damage each strike for the remainder
of this combat. Not usable the first time the gun is used
in a given combat. No more than 1 ammo card can be used
on a gun card each combat.
Kpist m/45
Equipment
Cost: 3 pool
Weapon. Gun.1R damage each strike, with an optional
maneuver each combat. When bearer strikes with this gun,
he or she gets an optional additional strike this round,
only usable to strike with this gun.
Add magazine; will rush. (Has anyone out there worked
with this combo yet?)
Fred
Frederick Scott wrote:
> The glaser rounds would take effect on the 2nd strike of
> the first round of combat, right?
Sure, it takes effect on any strike it is played.
[ quoted text not captured ]
Hello,
I've played a wall deck based on this combo with !Malks (Marice
Fauvigny & Korah, Kite is also an option etc.). Obf/dem combo card
combat and a few Kindred Spirits to pay for the Kpist(s), Sibyl's
tongue for getting the right cards (also helps in getting Eternal
Vigilance, Blessing of Chaos) etc.
Being a wall helps with Glaser Rounds. The Kindred Spirits technic
also has the benefit of making your opponents to mistake your deck for
S&B! Oh, wait... I thought !Malks would just be the best clan to use
it overall (other combat options/ crypt selection considered), but
dunno.
Anyway, I think it takes a lot of cards. I've played it two or three
times and I feel it would be better just to use Disguised Weaon +
AK-47 instead of the DW+Kpist+Mag+Glaser mayhem and increase the
number of Kindred Spirits. But the deck/idea has certain charm... and
thematic appeal.
Best,
Heikki P.
[ quoted text not captured ]> Heikki P.- Piilota siteerattu teksti -
>
> - Näytä siteerattu teksti -
I'll reply to my own post :D Here's the decklist in case anyone's
interested. The deck is not optimized (there are Blood Dolls and a
Path of Lilith :D) and some choices are dictated by card availability
(e.g. using transient vs. permanent intercept etc.), but comments are
welcome (I find it a bit boring wall at heart, but hey, it's the
combo!!!).
Crypt (12):
1 x Kite 7, AUS DEM obf pre, Bishop, +1 intercept
3 x Korah, AUS DEM OBF ani, 7, Priscus
3 x Marie Faucigny, AUS OBF dem tha, 7, Archbishop
1 x Dolphin Black, AUS DEM OBF, 6
1 x Colonel, The, AUS cel dem obf, 5
1 x General Perfidio Dios, AUS dem obf, 5
1 x Claven, aus dem obf, 4
1 x Yorick, dem obf, 3
Master (12)
1 x Barrens, The
3 x Blood Doll
1 x Elder Library
1 x Fame
1 x Institution HG
1 x Path of Lilith
1 x PB: Chigago
1 x PB: Madrid
1 x Rumor Mill, The
1 x Tension in the Ranks
Action (13)
2 x Blessing of Chaos
2 x Eternal Vigilance
6 x Kindred Spirits
3 x Sibyls Tongue
Action Modifier (2)
2 x Lost in Crowds
Combat (18)
2 x Aura Reading
2 x Behind You
3 x Disguised Weapon
4 x Glaser Rounds
2 x Magazine
1 x Reality Mirror
4 x Taste of Vitae
Combo (12)
3 x Deny
2 x Random Patterns
7 x Swallowed by the Night
Equipment (8)
5 x Kpist m/45
1 x Leather Jacket
1 x Sire's Index Finger
1 x Sport Bike
Political Action (2)
2 x Templar
Reaction (23)
5 x Eagle's Sight
2 x Enchanced Senses
6 x Forced Awakening
1 x My Enemy's Enemy
2 x On the Que Vive
2 x Spirit's Touch
5 x Telepathic Misdirection
"hp" <hes...@yahoo.com> wrote in message news:49195d63-7780-4b79...@34g2000hsh.googlegroups.com...
On 23 touko, 09:56, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> The glaser rounds would take effect on the 2nd strike of
> the first round of combat, right?
...
> Add magazine; will rush. (Has anyone out there worked
> with this combo yet?)
>> I've played a wall deck based on this combo with !Malks (Marice
> Fauvigny & Korah, Kite is also an option etc.). Obf/dem combo card
> combat and a few Kindred Spirits to pay for the Kpist(s), Sibyl's
> tongue for getting the right cards (also helps in getting Eternal
> Vigilance, Blessing of Chaos) etc.
>
> Being a wall helps with Glaser Rounds.
Assuming you mean because you get to see your opponent's strike, sure.
That's kind of why I wanted the Magazines.
> The Kindred Spirits technic
> also has the benefit of making your opponents to mistake your deck for
> S&B! Oh, wait... I thought !Malks would just be the best clan to use
> it overall (other combat options/ crypt selection considered), but
> dunno.
I would kind of think you'd want to play it with Celerity minions to have
a ton of Flashes. There's nothing I hate worse when I'm playing expensive
guns than some nimrod clutching a steal equipment card is his hot little
hands keeps trying to maneuver in for it.
Fred
On 23 touko, 20:38, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> "hp" <hess...@yahoo.com> wrote in messagenews:49195d63-7780-4b79-9ecc-> > Being a wall helps with Glaser Rounds.
>
> Assuming you mean because you get to see your opponent's strike, sure.
> That's kind of why I wanted the Magazines.
Ok. I thought about my deck (which has more Glaser Rounds than
Magazines, thus I might occasionally play Glaser w/o the magazine).
Should have been more clear... but you mentioned rushing in your
post :)
> > The Kindred Spirits technic
> > also has the benefit of making your opponents to mistake your deck for
> > S&B! Oh, wait... I thought !Malks would just be the best clan to use
> > it overall (other combat options/ crypt selection considered), but
> > dunno.
>
> I would kind of think you'd want to play it with Celerity minions to have
> a ton of Flashes. There's nothing I hate worse when I'm playing expensive
> guns than some nimrod clutching a steal equipment card is his hot little
> hands keeps trying to maneuver in for it.
>
> Fred
The decklist I posted later has 9 maneuver cards (I still don't claim
it's a good deck :D). And I agree, but using Celerity kinda makes the
Kpist/Glaser/Magazine combo reduntant... Magnum + simple additional
strike like pursuit becomes better option than Kpist + Glaser +
Magazine hassle IMO (given the availability of CEL crypt options and
Psyche! - Flash for cel). It has less moving parts and is cheaper
(equipment/cards/crypt options). If using the combo with cel would
save card slots (or improve performance over Mag + additionals
significantly), then fine, but would it? For variation, sure.
I thought the combo would be best used by clan with no
inherent(discipline) access to additionals. The combo gives !Malks
reasonable combat cabability (the additional for 3 is really
annoying). They can also do something else and 'cause the fetching
ability you don't have to put horrendous amounts of Kpist etc. in the
deck. But it's just one option.
Best,
Heikki
[ quoted text not captured ]
Why not use manstopper rounds? 2+2 is usually better than 1+3. To
gain benefit from the Glaser Rounds, you will need to press to bring
the combat into the next round.
[ quoted text not captured ]
2 + 2 = 1 +3
One is not better than the other.
a second addtional strike for 3 which cannot be dodged is better than
a second additional strike for 2
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
"hp" <hes...@yahoo.com> wrote in message
news:64be8097-2f83-4291...@l64g2000hse.googlegroups.com...
On 23 touko, 20:38, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> > "hp" <hess...@yahoo.com> wrote in messagenews:49195d63-7780-4b79-9ecc-
> > > Being a wall helps with Glaser Rounds.
> >
> > Assuming you mean because you get to see your opponent's strike, sure.
> > That's kind of why I wanted the Magazines.
>
> Ok. I thought about my deck (which has more Glaser Rounds than
> Magazines, thus I might occasionally play Glaser w/o the magazine).
> Should have been more clear... but you mentioned rushing in your
> post :)
Yea, it's fine - I still appreciate the your posting.
> > I would kind of think you'd want to play it with Celerity minions to have
> > a ton of Flashes. There's nothing I hate worse when I'm playing expensive
> > guns than some nimrod clutching a steal equipment card is his hot little
> > hands keeps trying to maneuver in for it.
>> The decklist I posted later has 9 maneuver cards (I still don't claim
> it's a good deck :D).
Bleh. Swallowed. I missed the Swallowed. (Damn combo cards!) Swallowed
isn't a maneuver for the ones with minor obf but OK, I concede the point.
Your deck has a decent source of maneuver.
> And I agree, but using Celerity kinda makes the
> Kpist/Glaser/Magazine combo reduntant... Magnum + simple additional
> strike like pursuit becomes better option than Kpist + Glaser +
> Magazine hassle IMO (given the availability of CEL crypt options and
> Psyche! - Flash for cel).
Oh, I don't agree. The advantage in the K/G/M combo is that you don't
have to pack additional strike cards at all. Just Flashes. And, yes,
Psyche!s, I suppose. I think that would make your card flow a lot more
fluid. I'm not sure whether this works better than just .44s with
additional strikes in the end or not. And if it works better, does
that make it worth the extra pool and the need to used Disguised rather
Concealed? I dunno. It's something different though.
> It has less moving parts and is cheaper (equipment/cards/crypt
> options).
I agree with the latter but I don't see how you get the former. Flash
alone is _much_ better than mixing Flash and Pursuit if you don't need
the additional strike. You can Flash/press and Flash/maneuver (or
Psyche!/press and Flash/maneuver if that's your hand) and strike/strike
for four on subsequent rounds rather than Flash/press, Flash or Pursuit/
maneuver, and Pursuit/additional strike for six (assuming you've set up
with the Magizine/Glaser rounds). For six cards, you do 12 damage either
way and my way seems more fluid/less vulnerable to cards coming up in the
wrong order (but obviously has costs).
It's just setting up the K/G/M combo that's the weak part.
Fred
On 24 touko, 01:51, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> "hp" <hess...@yahoo.com> wrote in message>
> news:64be8097-2f83-4291...@l64g2000hse.googlegroups.com...
> On 23 touko, 20:38, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
>
> > > "hp" <hess...@yahoo.com> wrote in messagenews:49195d63-7780-4b79-9ecc-> > And I agree, but using Celerity kinda makes the> > Kpist/Glaser/Magazine combo reduntant... Magnum + simple additional
> > strike like pursuit becomes better option than Kpist + Glaser +
> > Magazine hassle IMO (given the availability of CEL crypt options and
> > Psyche! - Flash for cel).
>
> Oh, I don't agree. The advantage in the K/G/M combo is that you don't
> have to pack additional strike cards at all. Just Flashes. And, yes,
> Psyche!s, I suppose. I think that would make your card flow a lot more
> fluid. I'm not sure whether this works better than just .44s with
> additional strikes in the end or not. And if it works better, does
> that make it worth the extra pool and the need to used Disguised rather
> Concealed? I dunno. It's something different though.
Ok. I tend see it in a way that (with Magnum) you can put Pursuit in
the deck instead (Kpist +) Glaser Rounds and Magazines - a reasonable
amount ( [guns equal]+6+4 =[x]+10 or something) makes (Magnum +)
Pursuit look much better/versatile in my eyes - it leaves slots for
other cards. When using a Magnum + celerity you also get other
versatile options like dodges etc., Kpist/Mag/Ammo practically ties
you to just "maneuver to long-shoot-shoot" -style combat.
> > It has less moving parts and is cheaper (equipment/cards/crypt
> > options).
>
> I agree with the latter but I don't see how you get the former. Flash
> alone is _much_ better than mixing Flash and Pursuit if you don't need
> the additional strike. You can Flash/press and Flash/maneuver (or
> Psyche!/press and Flash/maneuver if that's your hand) and strike/strike
> for four on subsequent rounds rather than Flash/press, Flash or Pursuit/
> maneuver, and Pursuit/additional strike for six (assuming you've set up
> with the Magizine/Glaser rounds). For six cards, you do 12 damage either
> way and my way seems more fluid/less vulnerable to cards coming up in the
> wrong order (but obviously has costs).
When talking about Celerity in the offensive I always take Psyche!
into account - for me, Pursuit + Psyche! beats Flash in most
occasions. And MEN don't mix Flash and Pursuit (they also play
Parmenides... and mono-Sennadurek) :P But I won't go to Flash vs.
Pursuit argument here.
I see the benefits you described in the card flow, but still... the
problem with the flow comes from the Kpist/Mag/Glaser angle (as you
mention later). Assuming a set up Magnum + Pursuit + Psyche = 6 damage
for just 2 cards (2 x Psyche! gives the same). So, for Celerity I see
other, better options. But that's me.
Kpist with the referred setup gives permanent 4 damage in the first
round without cards... But so does Assault Rifle :D An AK-47 also
gives the advantage of additional strike and eliminates the need for
Glasers (10 vs. 8 in two rounds is not very different in practice)...
but AR and AK-47 cost 5 pool. So, I tend to see Kpist (+ the combo) as
an option to play reasonably efficient/cheap gun combat for clans
without Celerity.
> It's just setting up the K/G/M combo that's the weak part.
>
> Fred
Indeed. I still think it's a bit too complicated setup for the benefit
and I probably agree with you in most points anyway. The Kpist/Mag/
Glaser combo is efficient in it's own way, and the variety aspect has
a value in itself (to me, at least).
I might ponder more about the Celerity angle you brought up, also
other options, perhaps... Now if Kpist/m45 cost 2 pool... :D
Best,
Heikki P.
[ quoted text not captured ]
I tried it but it didn't quite worked for me. Well actually what I tried
was:
aus obf small-to-mid-cap crypt
Kpist and AK-47
some Disguised weapons
auspex intercept and rush
lots of ammo and target cards (in theory Kpist + Manstopper or Glaser
(maybe on Magazine) + 2x Target cards = up to 8 damage). I also tried the
other Targets, as I thought it might make sense to shoot someone on the
leg if I'm expecting multiple shots.
+ hidden lurker and fast reaction (naturally)
Didn't work. Dunno if the concept or the execution was to blame, though...
--
Regards,
Daneel
On May 23, 5:41 pm, XZealot <xzea...@cox.net> wrote:
> 2 + 2 = 1 +3
>
> One is not better than the other.
>
> a second addtional strike for 3 which cannot be dodged is better than
> a second additional strike for 2
Good point.
However, if you think of it defensively, 2 + 2 can be better. If your
opponent has celerity and 2 blood, you can prevent him from playing
"blur" for additional strikes (which he may want to use to damage you,
rather than dodge). If he has one blood, 2+2 can send him into torpor
and prevent him from playing any additional strikes at all.
It does not manage how many additional strikes you get, if your
opponent does enough damage to you in the first strike.