Let's see if I can get some advice here.
I enjoy playing combat decks because, due to the interaction of cards, I
get much tougher choices and more fun consequences than would otherwise
be possible. Anyway, before I start a flame-war, I just like playing
combat decks.
Now, the problem that I keep finding I have with them is my predator.
Doubtless, if I had a really good go at my prey, I could probably
torporise his vampires and then slowly drain his pool. Of course,
though life (and undeath) is never quite so easy :(
My predator, of course, is bleeding me. If I was playing a vote deck, I
would probably be getting three pool back from every vote - Bribes and
Voter Captivation. If I was playing a weenie deck, I could throw in a
few Tribute to the Masters and spend a turn hunting every now and then.
A stealth-bleed deck would be getting me directly closer to killing my
prey and the extra blood I gained then would probably help me offset the
losses that my predator caused (damn his eyes). Also, stealth and bleed
isn't incredibly blood intensive for the results it produces in the way
that a combat deck is.
Of course, I have to make sure that my predator doesn't just rip me
apart, so dealing with his vampires in combat is a real concern. If he
as my prey, I would probably just burn or torporise all his vampires,
depending on the cards I drew. But I can't just destroy all his
vampires because then his predator will just walk right through him.
The problem I am finding is that I'm having to spend almost all of my
time dealing with my predator, due to my lack of competence.
A case in point was this afternoon in Portsmouth. My predator, John,
brought out Ozmo, Cornelius Ottavio and Zoe (slight delay with Zoe, I
think). My prey, Barney, had three of the mid-range Ventrue Antitribu
- Vanessa, Billy and someone else. I had brought out Beast, Bianca and
Sarah Brando.
Ozmo and Cornelius were killing me - the latter especially because of my
non-Camarilla vampires. I was finding that I was having to spend a lot
of time dealing with them without wanting to outright kill them. Even
if I had wanted to, I wouldn't really have been able to because John
eventually had Presence on both of them, and I don't think that I
managed to pull a single Immortal Grapple that game. But someone please
tell me just what I was supposed to do. Pretty please? Ah, go on. I'll
be your best friend...
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.net
> I enjoy playing combat decks because, due to the interaction of cards, I
> get much tougher choices and more fun consequences than would otherwise
> be possible. Anyway, before I start a flame-war, I just like playing
> combat decks.
>
> Now, the problem that I keep finding I have with them is my predator.
> Doubtless, if I had a really good go at my prey, I could probably
> torporise his vampires and then slowly drain his pool. Of course,
> though life (and undeath) is never quite so easy :(
*nods* Pool management is tough with combat decks. If you use mid-high cap
vampires, you should use Minion Taps and for mid-low cap, Tribute to the
Master. Amaranth is a great card to get pool back for doing your job...but
since it's a vote that requires a prince, it's really only reliable in a
Brujah deck since they have young princes and the Presence needed to push it
through.
If you keep your crypt to 3-7 capacity vampires in combat decks, you should
be in good shape. Remember that if you are playing with 3 disciplines, you
should have all three present in any vampire 5 cap and higher. If you are
playing with 2 disciplines, 6 caps and higher should have both at superior or
a kick-ass bennie in the card text.
Pool damage to your prey can be tough in a combat deck...so I toss in a
healthy amount (usually 6) Computer Hacking cards. If I'm using Dominate or
Presence, I always toss in Govern the Unaligned & Scouting Mission or Legal
Manipulations & Social Charm respectively for pool management and heavy
bleed.
I'm aware that this may dilute the combat deck a bit....but if you don't go
too hog wild, you'll find that after you've beaten the vampires into
submission, you can make the bleeds count.
Sometimes you have to wage war on two fronts with a combat deck. If you can
keep your predator weak but alive (go across the table if his predator gets
too strong) you should be in good shape, since he'll be stuck concentrating
on his predator after you've killed a vampire or two (assuiming it's not a
weenie deck). Towards this end, I recommend a fair amount of Wakes and some
static intercept (Sport Bikes, for example) to block the plethora of stuff
that happens at +1 stealth. Vote decks are much more careful if they know you
can intercept their votes.
Noal
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own
In article <Y8RVnNBHd$c2E...@obeah.demon.co.uk>,
James Coupe <ve...@obeah.demon.co.uk> wrote:
Well, I think that Peter or James will probably have some useful comments to
make, but I feel like saying something, cause I don't see anything from them
yet. And admittedly, I haven't had a chance to play a Potence rush deck in a
while, but I think I remember the basics...and *whatever* you do, don't
listen to anything that nasty, evil Jasper has to say. He just doesn't know
what he's talking about. :P Hehehe.
[snip]
> Now, the problem that I keep finding I have with them is my predator.
This is the major problem for all combat decks, I imagine...
> My predator, of course, is bleeding me. If I was playing a vote deck, I
> would probably be getting three pool back from every vote - Bribes and
> Voter Captivation. If I was playing a weenie deck, I could throw in a
[snip other examples of pool management/gain]
As I picked up from poring over Peter's deck, the ideal way to do it is to
have a number of Blood Dolls, and keep them full with Taste of Vitae. Then
draw one back from each (if possible) each turn & keep rushing...I myself
never seem to draw Tastes when I need them, but that *should* work.
[snip more].
> The problem I am finding is that I'm having to spend almost all of my
> time dealing with my predator, due to my lack of competence.
Hmm...I think you might be getting a little too down on yourself here.
Although a game usually works out differently, I think that at *most* you
should be aiming one of every four attacks at your predator's vampires.
Don't do it consistently, and generally just as a warning. Or, if he bleeds
you a bunch, hit his two best vampires. Once they're in torpor, he will
likely lay off for a while. Weenies will always give you problems, but
there's not much you can do about that. Maybe send a few more attacks his
way. He will likely tap out on his turn anyway, accepting the losses from
his predator. If he has to hunt or get out more vampires, this leaves you
more time to act.
> A case in point was this afternoon in Portsmouth. My predator, John,
> brought out Ozmo, Cornelius Ottavio and Zoe (slight delay with Zoe, I
> think). My prey, Barney, had three of the mid-range Ventrue Antitribu
> - Vanessa, Billy and someone else. I had brought out Beast, Bianca and
> Sarah Brando.
Okay. I don't think this is a good example. You are stuck in probably the
worst possible hole for a Potence rush deck. Your predator is S&B, and your
prey has (and in all likelihood, used) Fortitude. With different seating in
this game, you might have done better, but you were stuck in a bad bad place
here. Most of your rushes have to be directed at your prey, because you need
to blow through his Fortitude. However, you could really stand to direct
some at your predator so he backs off. You can't send enough at each,
especially with Beast out. Ouch. You had a pretty big investment in pool
there. 7+6?+? hmm...can't remember Sarah's cap.
There wasn't much you could do here, I think. It doesn't get much worse than
this. If you had some deflections...
> Ozmo and Cornelius were killing me - the latter especially because of my
> non-Camarilla vampires. I was finding that I was having to spend a lot
> of time dealing with them without wanting to outright kill them. Even
> if I had wanted to, I wouldn't really have been able to because John
> eventually had Presence on both of them, and I don't think that I
> managed to pull a single Immortal Grapple that game. But someone please
> tell me just what I was supposed to do. Pretty please? Ah, go on. I'll
> be your best friend...
Hmm...not pulling an Immortal Grapple? That's bad. What percent of your
deck is IG? This part could be a deck-tuning issue, or as Peter could
verify, it could simply be a bad draw on the last game. Whatever it is, I
think you're probably okay, just keep at it. And stop playing Potence if
everyone is playing Fortitude.
Xian
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
[ quoted text not captured ]
James Coupe wrote:
"I enjoy playing combat decks because, due to the interaction of cards, I get
much tougher choices and more fun consequences than would otherwise be
possible. Anyway, before I start a flame-war, I just like playing combat
decks."
Who is gonna start a flame war, especially when there are jackbooted thugs
around here like me, Xian, Jasper, Josh, and James :-)
"Even if I had wanted to, I wouldn't really have been able to because John
eventually had Presence on both of them, and I don't think that I managed to
pull a single Immortal Grapple that game. But someone please tell me just what
I was supposed to do. Pretty please? Ah, go on. I'll be your best friend..."
Ok. Playing a Rush combat deck is all about table management. Its not about
speed, like a S+B or Vote deck (it has an important speed aspect, but that is
not its main goal), nor is it about resilience, like an intercept or pool gain
deck. It is about being in control of the table. You need to get out a good
spread of worthwhile vampires and kill your prey with impunity while keeping
your predator at acceptable levels (and consequently not giving your grand
predator a free ride). First off, to make an effective Rush combat deck, you
need to have small vampires. KoKo, Lupo, Hesina and Dre are your pals. Marty
Lechtansi, Constanza, and Lambach, while real scary seeming, are not. You need
to have lots of little killer vampires out, so that you can take out every
vampire you see when you want to, not after they bleed you for 15. In the
situation you described (your predator had 3 vampires out bleeding you), of
course you were going to die. You need to kill your predators vampires almost
as quickly as you kill your prey, but you need to be able to deal with and
accept your predators bleeds of 3-5 a turn (only one of them, however...) while
you kill your prey, so your predator can defend himself.
Having small vampires (average of about 3) means you get out 4 vampires for,
like, 14 pool, giving you a big cushion of defense. Having 4 vampires means
you kill 4 vampires a turn (if you aren't killing with impunity, you need to
redesign your combat deck). If you kill ever vampire your prey gets out before
he acts, your prey gets nowhere. If you kill your predators vampires as
quickly as they get out, they don't hurt you much.
Again, combat decks are all about control. If your predator is fast and your
prey is slow, you can spend more effort on your predator. If your prey is fast
and your predator is slow, you can spend more effort on your prey. If your
predator is really dangerous and your grand predator is not so scary, mangle
mangle your predator and let him be ousted. If it keeps you alive, so be it.
Pool management is difficult, but a good supply of blood dolls and Tastes helps
a lot.
Occasionally, you will be sitting between a really fast S+B/vote deck and a
fortitude/Gangrel deck. Then you will die. However, in situations where this
is not the case, if you think about table control, you should do ok.
Peter D Bakija
PD...@aol.com
"I'm a street walking cheeta with a heart full of napalm.
I'm the renegade son of a nuclear A-bomb."
-Iggy Pop
On Sun, 13 Dec 1998 17:20:07 +0000, James Coupe
<ve...@nospam.demon.co.uk> wrote:
>Let's see if I can get some advice here.
>>I enjoy playing combat decks because, due to the interaction of cards, I
>get much tougher choices and more fun consequences than would otherwise
>be possible. Anyway, before I start a flame-war, I just like playing
>combat decks.
Me too. They have, on most occasions, resulted in a prey with five
pool and no minions, a predator with five pool and no minions, my four
vamps tapped with about half their blood left on 'em, and me sitting
there with three pool wondering how i'm going to bleed through my prey
next turn without getting obliterated by my grand-predator who is
about to come through my predator, ZOOM, and have a bunch of vamps
handy that i may not be able to get all on the same turn due to not
drawin' the Rushes. =) (And not drawing the Blood Dolls either,
which is why i sit and look at my three pool and go "Dang." :)
>Of course, I have to make sure that my predator doesn't just rip me
>apart, so dealing with his vampires in combat is a real concern. If he
>as my prey, I would probably just burn or torporise all his vampires,
>depending on the cards I drew. But I can't just destroy all his
>vampires because then his predator will just walk right through him.>The problem I am finding is that I'm having to spend almost all of my
>time dealing with my predator, due to my lack of competence.
i dunno if i'd call it lack of competence necessarily. I find that
after I fry three 4 to 6-caps of my prey, who then fails to bring a
vampire out on his turn, my predator becomes a very attractive target
due to his having too MANY vampires out and pointed at me. :I
>A case in point was this afternoon in Portsmouth. My predator, John,
>brought out Ozmo, Cornelius Ottavio and Zoe (slight delay with Zoe, I
>think). My prey, Barney, had three of the mid-range Ventrue Antitribu
>- Vanessa, Billy and someone else. I had brought out Beast, Bianca and
>Sarah Brando.
>>Ozmo and Cornelius were killing me - the latter especially because of my
>non-Camarilla vampires. I was finding that I was having to spend a lot>of time dealing with them without wanting to outright kill them. Even>if I had wanted to, I wouldn't really have been able to because John
>eventually had Presence on both of them, and I don't think that I
>managed to pull a single Immortal Grapple that game. But someone please
>tell me just what I was supposed to do. Pretty please? Ah, go on. I'll
>be your best friend...
no IG's? surely the luck of the Dead Rat was with your deck, assuming
you had enough in there to begin with. Days like that I usually just
toss my hands up and go "Poot. Bad draw."
what could you have done? well, I'm personally a fan of "kill the
most dangerous vampire of your predator's every turn." Cornelius with
a base bleed of 3 is a pain in the butt even if your predator draws no
stealth and no bleed bonuses, so I'd probably have gone after him
almost before going after my prey... just because if I kill my prey
and get bled for EIGHT, all ive done is soften up my prey for my
predator. :/ Ozmo is almost as much of a nuisance, but I think that
as soon as Cornelius came out, I'd have rushed him and removed him.
You're just begging for trouble if you leave a potential bleed for
eight out there... I was in the same situation several weeks ago when
I had a bleed-bouncer behind me and his grand-predator was a
fast-bleed presence weenie deck. I had to rush the bouncer who had
DOM right away, and then when my prey quit bringing out vampires and
had to fish through his crypt for the "right" one after i killed his
first two =(, i was stuck between a rock and a hard place. Had to
hurt my predator too much since I had no hope of bleeding through 16
pool on my prey quickly enough. Still ended up going nowhere, but ...
oh well. bad seating setup :/
Though, as others have pointed out, I suspect the biggest problem for
combat decks is any kind of fast bleed deck, since it can be done
quickly, with minimal cards, and can be done from weenies almost as
well. So you were really in a crap table position, in a way. I've
found that when I get "slow builders" behind me, ie people who equip a
number of things onto a vampire, or people who recruit a bunch of
retainers as support, it becomes -much- easier to defend, since you
just wait a couple turns 'til they're finished equipping and
recruiting, then kill the vampire once it's actually become dangerous.
=) Same with vote decks; a lot of times just plowing through one big
voter is enough to remove his vote lock, and very few people are
willing to let you get actually -ousted- if they have a choice.
Weakened severely, sure, but ousted? Nah. Only your prey will vote
for that... and he has no votes if you're playing correctly. (No
minions and all that. ;)
I guess i'm just recommending being -certain- your deck can kill
things with relative impunity, and tagging anything of your predator's
(after your prey is beaten up) that might suddenly do Incredible
Damage to you with a few cards - and all too often those are the
bleed-bouncers or the big-bleeders, it seems. Oh well. =)
-- Derek
(replying by email? remove the nospam from my domain :)
James Coupe wrote:
> Now, the problem that I keep finding I have with them is my predator.
The age old problem ;) I have it too...
> Doubtless, if I had a really good go at my prey, I could probably
> torporise his vampires and then slowly drain his pool. Of course,
> though life (and undeath) is never quite so easy :(
>
The main strategy I believe is to cripple all vamps of your prey so that
he must influence pool to stay in the game.
(there are some folks who simply won`t get out more vamps as long as you
are alife and you have the problem to bleed down 15 pool with 1 point
bleeds)
Another strategy is to first deal with your predator and deny him a good
start (torporize or burn important vamps and so on) while attacking your
prey only to keep him at bay. Let your prey soften your grandprey up for
you (often he will spend enough pool so that ousting your prey should be
not a big problem if the time is well chosen) and then anhiliate all his
minions just the moment before your prey is going to oust his grandprey.
Since you have spend most of your time with your predator (and general
table control) yet, he should be only a minor problem, so now you can
safely oust your prey AND your weakened grandprey.
The time to strike is crucial, but usually you know when to strike when
you see it. This strategy gained me more victory points than the above
method, but it is most often only functional with opponents using
mid-sized vamps.
But: even weeny decks are susceptible to this - this is how I (nearly)
swept the table in the 1st game in our last Portsmouth tournament. My
prey was this 2 point weenie deck, and I got him in his pants with my
Major Boon that gave me the time to oust him. Ousting my grandprey, that
had only 1 pool left was no problem :)
To the tactical part:
If you wanna play a pure hard core rush deck, then use weenie Potence
(Hasina, Koko, Lupo,...), for you can get out vamps fast and kill
reliably fast and have lots of 1 point bleeders available.
Or you can try weenie fortitude with Trap and Undead Persistence (and
perhaps massive baby embracing). Not that reliable in the killing part,
but is very nasty, too.
The other way is to dillute the pure concept to get some flexibility.
This tends to lead to Princes & Justicars, to be able to use 2nd Trads,
5th Trads + Minion Tap for better defense & pool management
You may try to give your enemies something else to do:
- play with Major Boon (on your Predator) to discourage big bleeds,
- with Powerbase: Chicago you gain pool if vamps around the table have
other problems than to steal the pool (for example being in torpor)
- let them burn a Haven Uncovered and spend an action doing it
and so on
For the pool management:
in pure decks you will most often rely on Blood Dolls / Tributes and
refill your vamps using Taste of Vitaes,
in dilluted decks you may use more effective methods of gaining pool
(even Anathema as a fun method that I used in the last tournament)
just my $0.02
Michael Beer
In article <Y8RVnNBHd$c2E...@obeah.demon.co.uk>,
James Coupe <ve...@obeah.demon.co.uk> wrote:
> Let's see if I can get some advice here.
Of course you can, what else are we here for?
> I enjoy playing combat decks because, due to the interaction of cards, I
> get much tougher choices and more fun consequences than would otherwise
> be possible. Anyway, before I start a flame-war, I just like playing
> combat decks.
Yeah, don't we all...
[snip]
> Ozmo and Cornelius were killing me - the latter especially because of my
> non-Camarilla vampires. I was finding that I was having to spend a lot
> of time dealing with them without wanting to outright kill them. Even
> if I had wanted to, I wouldn't really have been able to because John
> eventually had Presence on both of them, and I don't think that I
> managed to pull a single Immortal Grapple that game. But someone please
> tell me just what I was supposed to do. Pretty please? Ah, go on. I'll
> be your best friend...
Okay. Peter's advice is pretty much sound. (although, like all of us
combat-deck devotees, he has a tendency to be dogmatic and inflexible
on particular points that others might disagree with. ^_^) My rush-
combat decks usually don't emphasize weenies quite as much as Peter
likes, but it works for him. (Of course, Peter owns 4 Disarms or so,
and I own none.) Hasina Kesi has never been a killing force of madness
for me, for example. Lupo and Koko have, though. (I do also recommend
Blood Dolls and Taste of Vitae for pool gain - it's the best I've done
with combat decks, as Minion Taps are usually not real efficient with
the relatively small vamps we like to use.)
Anyway - table management is definitely the name of the rush-combat game.
You must first have a deck that torporizes (or burns if you like;
Decapitate/Taste of Vitae can work out pretty well sometimes) other
people's vamps with impunity. You must next be able to get out your
first vamp and start killing very quickly - if you only get one transfer
on your first turn you might not be able to rush your second turn, but
otherwise you should. You must finally be able to prioritize the threats
on the table and talk people into behaving the way you want them to,
on pain of annihilation. If your predator brings out Ozmo, you
should probably rush and torporize him on your next turn, unless your
predator can grovel convincingly enough that you believe Ozmo will in
fact be causing you no immediate harm.
In other words, you typically need to keep yourself alive as a higher
priority than killing your prey, when playing rush combat. This means
you do need to keep your predator weak. Obviously the difficulty is
in weakening your predator enough that he doesn't oust you, but hopefully
not so much that he gets ousted, leaving you with a new non-weakened
predator. The preferable method of doing this is by intimidation. You
let your predator keep some vampires alive as long as his fear keeps
him from doing anything that would oust you. If your predator is playing
a very aggression-oriented deck (eg stealth/bleed without significant
defenses) this may not be very feasible. In that case you may end up
having to simply get your predator killed rather than letting him kill
you.
But if you *can* keep your predator off your back, you do want to
go on to beat up your prey's vamps. If your prey is playing heavy
fortitude and you're playing Immortal Grapple potence rush, you may
be screwed from the word go. All you can do is try your best to punch
through the Skin of Steel. (In my opinion, the heavy-fortitude prey
(or predator) is a much bigger problem for most rush-combat than a
Malk-type standard stealth/bleed predator. Malk s/b without a great
deal of specific combat defense (Obedience, tons of maneuvers, that sort
of thing) is so extremely soft and weak that it is dead easy for a
decent IG pot-rush-combat deck to torporize every vamp before it takes
a single action.) Otherwise, you beat up your prey's vamps, diablerize
them if you've got the votes, that sort of thing.
Eventually, you hopefully oust your prey. But of course there are no
guarantees... Pure rush combat does seem to be one of the most difficult
deck types to win games with. The balancing-the-table act you have
to do demands accurate judgment of the entire table position - and then
you have to go and successfully remove the right vampires to put you
in a good position for ousting without getting ousted. It's tricky.
It definitely makes things easier to have more than one combat deck
at the table, preferably sitting across from you: with two people beating
up vampires, the pace of direct pool-reducing actions tends to decline
drastically, which means that the game 'slows down' in terms of number
of turns between oustings - which makes the balancing act rather easier
since you have more time to make decisions, and reduced repercussions
from making the wrong ones. (So talk your friends into playing more
combat decks!)
So, I would say that you often do have to spend a lot of time dealing
with your predator, regardless of competence, when playing pure rush
combat. It's your only defense. You should also be able to spend time
dealing with your prey, though. Ideally you want to get a fairly
blazing start in every game: your first action, on your second turn,
should torporize a vampire, and you want to keep up the carnage from
there. If you can do that, you then get to focus on the table
management aspect. And if you can do *that*, you can win games.
So much for my rant on how combat decks work. I have a strange feeling
that I've done this before. ^_^
Josh
'if flesh could crawl, my skin would fall from off my bones and
run away from here'
[ quoted text not captured ]
In article <753v6a$kq9$1...@nnrp1.dejanews.com>, Xian <xi...@waste.org>
writes
>Hmm...not pulling an Immortal Grapple? That's bad. What percent of your
>deck is IG? This part could be a deck-tuning issue,
7 out of 90. I don't own more :(
In the other games, I drew enough. I think it was just bad
randomisation (not shuffling well enough) rather than anything else.
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
>>> I enjoy playing combat decks because, due to the interaction of cards, I
>> get much tougher choices and more fun consequences than would otherwise
>> be possible. Anyway, before I start a flame-war, I just like playing
>> combat decks.
>>>> Now, the problem that I keep finding I have with them is my predator.>> Doubtless, if I had a really good go at my prey, I could probably
>> torporise his vampires and then slowly drain his pool. Of course,
>> though life (and undeath) is never quite so easy :(>>Sometimes you have to wage war on two fronts with a combat deck. If you can
>keep your predator weak but alive (go across the table if his predator gets
>too strong) you should be in good shape, since he'll be stuck concentrating
>on his predator after you've killed a vampire or two (assuiming it's not a
>weenie deck). Towards this end, I recommend a fair amount of Wakes and some
>static intercept (Sport Bikes, for example) to block the plethora of stuff
>that happens at +1 stealth. Vote decks are much more careful if they know you
>can intercept their votes.
If you go with wakes and Sport Bikes, don't forget one of the best
anti-bleed card around for combat decks: Minor Boon. It can take a while
before one of your vamps goes into torpor! The playing conditions though
are hard to meet for non-Malk decks. But if you manage to block a bleeder,
you'll not only surprise the hell out of your predator, but also get to
play the Minor Boon. For this strategy though, I'd rather suggest using
either KRCG or Rumor Mill, probably both. You do want a good permanent, but
Sport Bike is restricted to the owning vamp. With the locations, you can
use it with the newly influenced and untapped vampire.
Rumor will cost a blood from the vamp, but Taste of Vitae will fill him up
quickly.
This strategy also fits well with Assamite or Gangrel intercept decks. This
way you either end up playing Rotschreck if he dodges or ends combat, or
Minor Boon if he goes to torpor from the strike itself.
Bleu
leg...@generation.net (Philippe Richer) wrote:
> If you go with wakes and Sport Bikes, don't forget one of the best
> anti-bleed card around for combat decks: Minor Boon.
*nods* Minor Boons are good. Major Boons are very useful.
Fame is really only useful for a rush combat deck now...but it
does allow you to bleed your prey at the same time as putting his
vampires down. If you use Fame with Amaranth....*chuckles*
Pool management is paramount to a winning deck. Any strategy
should keep this in mind.
> But if you manage to block a bleeder,
> you'll not only surprise the hell out of your predator, but also get to
> play the Minor Boon. For this strategy though, I'd rather suggest using
> either KRCG or Rumor Mill, probably both. You do want a good permanent, but
> Sport Bike is restricted to the owning vamp.
*nods* You make a good point. The flexibility that KRCG and so forth provides
is nice, but it's a one-shot use per turn. Sport Bikes (and even better, Mr.
Winthorp) are better if you are using a fair amount of wakes. If you're going
to plan on intercept, I'd recommend using both strategies to give you the best
of both worlds.
Noal
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
>> If you go with wakes and Sport Bikes, don't forget one of the best
>> anti-bleed card around for combat decks: Minor Boon.>
>*nods* Minor Boons are good. Major Boons are very useful.
>Fame is really only useful for a rush combat deck now...but it
>does allow you to bleed your prey at the same time as putting his
>vampires down. If you use Fame with Amaranth....*chuckles*
>Pool management is paramount to a winning deck. Any strategy
>should keep this in mind.
The only ones who should be able to make good use of Amaranth in a pure
rush deck would be Gangrel or aggravated weapons decks. And those two
generally suck. Brujah either burn all the blood on their victims or burn
them alltogether.
>> But if you manage to block a bleeder,
>> you'll not only surprise the hell out of your predator, but also get to
>> play the Minor Boon. For this strategy though, I'd rather suggest using
>> either KRCG or Rumor Mill, probably both. You do want a good permanent, but
>> Sport Bike is restricted to the owning vamp.>
>*nods* You make a good point. The flexibility that KRCG and so forth provides
>is nice, but it's a one-shot use per turn. Sport Bikes (and even better, Mr.
>Winthorp) are better if you are using a fair amount of wakes. If you're going
>to plan on intercept, I'd recommend using both strategies to give you the best
>of both worlds.
I know, but we are speaking rush decks, so filling your hand with
non-combat cards is not really an option, and you won't have many untapped
vamps at the end of your turn. I don't really think you intend to block too
many actions. Intercept is just there as a possibility, not a founding
block of any such decks. Another nice thing with the Rumor Mill (and London
Evening Star more than KRCG) is that the intercept can be given to your
grand-predator to help him block your predator's action. Same goes with
grand-prey. If combat ensues and the acting vamp goes to torpor, then you
can play Minor Boon. Just don't rely on blocking everything coming your
way.
leg...@generation.net (Philippe Richer) wrote:
> The only ones who should be able to make good use of Amaranth in a pure
> rush deck would be Gangrel or aggravated weapons decks. And those two
> generally suck. Brujah either burn all the blood on their victims or burn
> them alltogether.
Quite the contrary. Amaranth only kicks in if you reduce the vampire to
zero, not if you send them to torpor. Since Amaranth burns the vampire, you
wouldn't put Fame and Amaranth on the same vampire.
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
>
> leg...@generation.net (Philippe Richer) wrote:
> > The only ones who should be able to make good use of Amaranth in a pure
> > rush deck would be Gangrel or aggravated weapons decks. And those two
> > generally suck. Brujah either burn all the blood on their victims or burn
> > them alltogether.
>
> Quite the contrary. Amaranth only kicks in if you reduce the vampire to
> zero, not if you send them to torpor. Since Amaranth burns the vampire, you
> wouldn't put Fame and Amaranth on the same vampire.
I think you're talking about Anathema, not Amaranth. And I agree with
Phillipe; while the Brujah can muster the votes to defend their
diableries,
they more often (and more easily) simply pound their victims to torpor
with
no blood, possibly following up with a Decapitate. OTOH, the Gangrel
reap
the most blood benefit from Amaranth, while they are generally weak
politically.
James
--
James Hamblin
ham...@math.wisc.edu
"Sheep and Roll High School? I want to go there." -- Don
Official Jyhad/V:tES FAQ Maintainer
http://www.math.wisc.edu/~hamblin/faq.html
In article <75mhq1$srl$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> leg...@generation.net (Philippe Richer) wrote:>> The only ones who should be able to make good use of Amaranth in a pure
>> rush deck would be Gangrel or aggravated weapons decks. And those two
>> generally suck. Brujah either burn all the blood on their victims or burn
>> them alltogether.>Quite the contrary. Amaranth only kicks in if you reduce the vampire to
>zero, not if you send them to torpor. Since Amaranth burns the vampire, you
>wouldn't put Fame and Amaranth on the same vampire.
You're thinking Anathema, not Amaranth.
--
Justin Fang (jus...@ugcs.caltech.edu)
This space intentionally left blank.
In article <75mhq1$srl$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> leg...@generation.net (Philippe Richer) wrote:
> > The only ones who should be able to make good use of Amaranth in a pure
> > rush deck would be Gangrel or aggravated weapons decks. And those two
> > generally suck. Brujah either burn all the blood on their victims or burn
> > them alltogether.
>
> Quite the contrary. Amaranth only kicks in if you reduce the vampire to
> zero, not if you send them to torpor. Since Amaranth burns the vampire, you
> wouldn't put Fame and Amaranth on the same vampire.
I think the problem is that Noal is thinking of Anathema, not Amaranth.
Correct me if I'm wrong.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/[ quoted text not captured ]
> > The only ones who should be able to make good use of Amaranth in a pure
> > rush deck would be Gangrel or aggravated weapons decks. And those two
> > generally suck. Brujah either burn all the blood on their victims or burn
> > them alltogether.
> Quite the contrary. Amaranth only kicks in if you reduce the vampire to
> zero, not if you send them to torpor. Since Amaranth burns the vampire, you
> wouldn't put Fame and Amaranth on the same vampire.
Couple of things:
Noal, I believe you are thinking of Anathema not Amaranth. The point
the Bleu makes is quite valid as the only way you can gain blood via
Amaranth is if you diablerize a vamp that has blood. This, generally,
only happens in a Gangrel combat since for Brujah to send a vamp to
torpor, they have to do so by removing all their blood. Note: this
is a generalization only.
Second thing - If you are thinking of Anathema, it will kick in if
you send them to torpor (reducing them to < 0 blood). So says LSJ.
a0
[ quoted text not captured ]
agen...@my-dejanews.com wrote:
> > > The only ones who should be able to make good use of Amaranth in a pure
> > > rush deck would be Gangrel or aggravated weapons decks. And those two
> > > generally suck. Brujah either burn all the blood on their victims or burn
> > > them alltogether.
> > Quite the contrary. Amaranth only kicks in if you reduce the vampire to
> > zero, not if you send them to torpor. Since Amaranth burns the vampire, you
> > wouldn't put Fame and Amaranth on the same vampire.
>
> Couple of things:
> Noal, I believe you are thinking of Anathema not Amaranth. The point> [...]> Second thing - If you are thinking of Anathema, it will kick in if
> you send them to torpor (reducing them to < 0 blood). So says LSJ.
Anathema doesn't care about torpor, as Noal says. It cares only about
the victim being "reduced" to zero blood in combat. And it will burn
the newly-reduced-to-zero vampire before he goes to torpor (so Fame
won't have any effect).
It won't kick in if you punch an empty vampire, for instance, since
he is not "reduced" to zero. And it won't kick in if you send the victim
to torpor with aggravated damage while he still has blood left.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html[ quoted text not captured ]
In article <75oioq$hpt$1...@nnrp1.dejanews.com>,
vte...@wizards.com (LSJ) wrote:
[re Anathema]
> It won't kick in if you punch an empty vampire, for instance, since
> he is not "reduced" to zero. And it won't kick in if you send the victim
> to torpor with aggravated damage while he still has blood left.
(Okay, I admit I'm not checking LSJ's page for exact card text, so if it's
"reduced to zero by damage" just let me know...)
But anyway, does this mean that if you reduce a vampire with Anathema on it
to zero by, say Cryptic Mission or Blood to Water to zero, does it still
burn?
That's it.
Xian
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
agentzero wrote:
> Couple of things:
> Noal, I believe you are thinking of Anathema not Amaranth.
Quite right. *nods* I wasn't feeling well when I posted yesterday.
> The point
> the Bleu makes is quite valid as the only way you can gain blood via
> Amaranth is if you diablerize a vamp that has blood. This, generally,
> only happens in a Gangrel combat since for Brujah to send a vamp to
> torpor, they have to do so by removing all their blood. Note: this
> is a generalization only.
*nods* Yup. I have a Gangrel/!Gangrel Amaranth & Gagrel Conspiracy
deck built. It's gone through a few tunings since I posted the Gangrel
"Kill Anything That Moves" Deck. After I take a closer look at it to see
if it needs Flesh of Marble, I'll post it here again. Vryce has already
requested a list of contents since he's seen it go full tilt in person.
One of the original problems was that while it collected dead bodies,
it didn't collect victory points very easily. I looked at Tier of Souls
and Computer Hacking together...but I've found that one Pentex Loves
You! and six Computer Hackings were plenty enough to give it the
extra edge it needed. Tier of Souls was simply an extra action that
I didn't have time for.
> Second thing - If you are thinking of Anathema, it will kick in if
> you send them to torpor (reducing them to < 0 blood). So says LSJ.
LSJ has already stated to the contrary, so I won't add anything further.
Noal
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
On Wed, 23 Dec 1998 14:16:55 GMT, Dhar...@yahoo.com said:
>> Second thing - If you are thinking of Anathema, it will kick in if
>> you send them to torpor (reducing them to < 0 blood). So says LSJ.
Dharzhak> LSJ has already stated to the contrary, so I won't add
Dharzhak> anything further. Noal
As far as I understood LSJ's rulings, things work like this:
- Vampire A has 2 blood and gets hit for 2 damage (not
prevented). Reduced to 0 blood, Anathema burns the vampire.
- Vampire A has 2 blood and gets hit for 3 damage (not
prevented). Reduced to 0 blood and would go to torpor, but Anathema
burns the vampire before it would go to torpor.
- Vampire A has 2 blood and gets hit for 2 aggravated. Reduced to 1
blood and goes to torpor. Anathema goes not kick in, since the
vampire still has blood.
- Vampire A has 1 blood and gets reduced to 0 blood by a Cryptic
Mission. Anathema does not kick in, since the reduction was not done
in combat.
Is this correct?
//Petri
Petri Wessman wrote:
> As far as I understood LSJ's rulings, things work like this:
>
> - Vampire A has 2 blood and gets hit for 2 damage (not
> prevented). Reduced to 0 blood, Anathema burns the vampire.
>
> - Vampire A has 2 blood and gets hit for 3 damage (not
> prevented). Reduced to 0 blood and would go to torpor, but Anathema
> burns the vampire before it would go to torpor.
>
> - Vampire A has 2 blood and gets hit for 2 aggravated. Reduced to 1
> blood and goes to torpor. Anathema goes not kick in, since the
> vampire still has blood.
>
> - Vampire A has 1 blood and gets reduced to 0 blood by a Cryptic
> Mission. Anathema does not kick in, since the reduction was not done
> in combat.
>
> Is this correct?
Correct on all points. LSJ's statement was that whether the vampire
is going to torpor (either from lots of damage or from Wolf Claws) is
irrelevant.
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