In article <31ff48b9...@news.villagenet.com>, <False Positve> wrote:
>After a press, is the range reset to close, does it stay the same, or
>does it just go with house rule?
Every round of combat resets range to close.
Every round of combat resets Presses to "end combat".
If you want a round of combat to be at range, you have to maneuver.
If you want a round of combat to go to a new round, you have to press.
>I assume it stays at Long, or else cards like trap are somewhat
>useless except in Pot/Fort decks, no?
No. They are very effective in Tremere decks (celerity and/or
IR goggles), Brujah Pot/Cel toss (Sewer Lid/Well-maiming Car) decks,
and so on.
--
-----
L. Scott Johnson (lsc...@crl.com) | The opinions expressed are mine
Graphics Specialist and V:tES Rulemonger | and subject to card text
After a press, is the range reset to close, does it stay the same, or
does it just go with house rule?
e.g. I pull out my bad ol' Brujah-Torrie deck, and pump Colyn Flynn
up with a Hawg and an assault rifle. My opponent whips out his
Ventrues and goes to bleed me with Democritus at +5(Govern the
Unaligned + Superior Conditioning). I block with Colyn. I manuver out,
and take a chunk out of his hide with the assault rifle. Now, I use my
hawg to press. Where is range at?
I assume it stays at Long, or else cards like trap are somewhat
useless except in Pot/Fort decks, no?
-- Flip, the congenial Psycho
FalsePositve wrote:
: e.g. I pull out my bad ol' Brujah-Torrie deck, and pump Colyn Flynn: up with a Hawg and an assault rifle. My opponent whips out his
: Ventrues and goes to bleed me with Democritus at +5(Govern the
: Unaligned + Superior Conditioning). I block with Colyn. I manuver out,
: and take a chunk out of his hide with the assault rifle. Now, I use my
: hawg to press. Where is range at?
close.
In the old Jyhad rules this is implicit in the rules declarations and
explicit by example:
15.1. Combat Sequence
Each round of combat has the following phases:
1. Establish range by maneuver.
2. Choose strike.
3. Resolve strike.
4. Any additional strikes.
5. Press.
.....
(Under the Establish Range section...)
... All attacks that are not specifically ranged can
only be performed at close range, and all of a vampire's or ally's
attacks, whether or not it has a ranged weapon, are assumed to be
close range unless that minion plays a maneuver.
Maneuvers can be played to make the combat long range, or to
cancel an opponent's maneuver. If you want to make the combat long
range, you must play a maneuver.
These snippets note that EACH round has an establish range section, that
attacks are close range unless someone maneuvers, and that if you want
combat to be long range, you must play a maneuver. This always led me to
believe that if, in a new round, I wanted to play a ranged attack, I needed
to play a maneuver during the choose range phase OF THIS ROUND.
The proof by example is clearer though:
Example: You are blocking Tiberius with Cassandra. Cassandra has a
handgun that gives 1 ranged damage, and the handgun gives one
maneuver per entire combat. You choose to maneuver, making the
combat at long range. Cassandra deals one damage, and Tiberius, not
being able to attack, deals none.
Example: In the preceding combat Tiberius has a motorcycle, which
gives one press a turn. He uses the press to extend combat another
round. Cassandra and Tiberius now exchange blows at close range,
since Cassandra has already used the maneuver on her handgun.
Tiberius plays a Potence card that increases his damage by 1, so
Cassandra now loses 2 blood while Tiberius loses only 1. If you had
had a card that gave you a press, you could have used it to cancel
Tiberius' press.
At least, it's clear to me.
And from the V:TES rulebook...
1) Establish Range: Combat may occur at either close or long range. Close
range is the default for combat. Certain equipment and combat cards can
bring combat to long range. However, if a combat card does not state that
it can be used at long range, then the card can only be used at close range.
Close range is always the default for combat. The only way combat can be
brought to long range is if a minion plays a maneuver.
: I assume it stays at Long, or else cards like trap are somewhat: useless except in Pot/Fort decks, no?
Well, the thought of you being able to trap someone at long range is quite
an amusing one to me... "Hey you! Stay right there! No really, don't run
away while I reload... no, I'm telling you, hang on a second!!!"
Well, feel free to wait for a rulesmonger... it's just my two cents anywho...
-spongy