rec.games.trading-cards.jyhad

Looking for Brujah pitch deck

13 messages from 6 participants · 27 May 1999 – 28 May 1999
original thread on Google Groups

Kristyl Meth

Can anyone direct me to a link or post a decent pitch deck using Brujah or any other non-Sabbat clan? It's one type of deck I haven't tried yet, and I'd like to see an example to determine if I've got enough of the right cards... Thanks, KM

Robert F. Grau

[ quoted text not captured ] I believe you're in luck. The ng has talked extensively about Brujah pitch decks of late. Here's a link to Peter Bakija's post with a simple pitch deck. http://www4.ncsu.edu/~rfgrau/jyhad/decks/pdb210599.html Rob Grau rfg...@eos.ncsu.edu

Derek S. Ray

On Thu, 27 May 1999 19:25:01 GMT, "Kristyl Meth" <dapa...@riderlaw.com> wrote: >Can anyone direct me to a link or post a decent pitch deck using Brujah or >any other non-Sabbat clan? It's one type of deck I haven't tried yet, and >I'd like to see an example to determine if I've got enough of the right >cards... oo, that'd be my cue, I think. Hold on: Deck name: Hoo Flung Junk Crypt: (12 cards) 1 Akram (Brujah, 8, CE po, Primogen) 1 Anvil (Brujah, 6, CE PO, Primogen) 1 Black Cat (Brujah, 5, po CE) 1 Donal O'Connor (Brujah, 8, CE PO, Prince) 1 Dre, Leader of the Cold Dawn (Brujah, 3, ce po) 1 Jacko (Brujah Antitribu, 8, CE PO) 1 Jacob Bragg (Brujah Antitribu, 3, ce po) 2 Jimmy Dunn (Pander, 4, PO CE) 1 Radeyah (Toreador, 6, CE po) 1 Rigby, Crusade Vanguard (Brujah Antitribu, 5, CE po) 1 Volker, The Puppet Prince (Brujah, 5, CE po, Prince) If you use one Jimmy, of course, you have to use two. =) Almost everyone in here is celerity-positive, and the lack of superior POT doesn't really hurt this deck much, since the Lids and Blurs are where your damage will come from. I considered duplicating vampires and found that when I put in 2 of, say, Anvil, and dumped Radeyah, I got both Anvils in my opening crypt draw - and with the size of the vamps, I can't afford to spend time fishing early on. You pretty much have to have four guys out and abusing things as fast as possible. This version includes Brujah Anti's, but they're not totally necessary, they just save that pesky duplicate vampire problem. You could dupe Anvil, Volker, Black Cat, and assorted others as needed to make this a pure Brujah deck. Losing Jacko and his free additional strike is always a shame (since he minion taps so well) but, ah well. Akram's free Psyche is just lovely in this, too. =) Library: (90 cards) 8 Blur 10 Bum's Rush 6 Flash 3 Haven Uncovered 1 Lightning Reflexes 5 Minion Tap 3 Potence 8 Psyche 4 Pursuit 2 Quickness 4 Sacrament of Carnage 7 Taste of Vitae 13 Thrown Gate 16 Thrown Sewer Lid Pretty simple here. Use the Gates, Flashes, and Pursuits for maneuvers if they block a Rush, otherwise they're just more strike cards - no big deal. Go to range, Blur, and toss whatever strike cards you need. Do the math carefully, since you'll be going through strike cards like water and don't want to catch yourself short. You will probably have plenty of Psyche! handy to deal with S:CE as needed. The Minion Taps are absolutely vital if you're going to survive - don't be scared to Tap yourself down to 1 blood for a Blur and go into combat hoping for a Taste, because the lack of ranged combat in general means your guys don't take damage much. The goofy Sabbat cards (pursuit, quickness, lightning reflexes) can be replaced by Blurs or Flashes as need be - they just provide a bit of variance and flavor in maneuvers, etc. There could be more Rushes, but your guys will need to bleed a lot more since there are fewer of them - might as well take the "Block me Please" attitude towards your prey, and use the Rushes on your predator. You usually end up donating one VP to your grand-predator with this deck because of its slow nature. Oops. =) -- Derek (replying by email? remove the nospam from my domain :)

Kristyl Meth

[deck snip] I figured that a Brujah pitch would have more than 10 thrown lids and gates each. My problem is that my play group plays with a 6 card limit with no library limit. So, I can't put so many thrown lids and gates in. Any ideas? I was thinking of putting some weapons in instead of the extra lids and gates (Magnums, Deer Rifles, Grenades, RPG?), but of course that gets pricey (Black Cat to the rescue!). With that in mind, how does this deck look (I haven't created a crypt yet): Masters: 5xBlood Doll 3xMinion Tap Barrens Elder Library FotBoN 3xCelerity 3xPotence 3xObfuscate (These would change depending on the crypt) 3xHaven Uncovered Equipment: 2xIR Goggles 3x.44 Magnum 3xDeer Rifle 1xBomb (just for fun when I have a Taste) 6xGrenade 2xRPG Launcher General: 6xBum's Rush 4xTaste of Vitae Celerity: 2xAcrobatics 4xBlur 2xFast hands 3xFlash 3xNimble Feet 6xPsyche! 2xPursuit 2xSide Strike Potence: 6xSacrament of Carnage 6xThrown Gate 6xThrown Sewer Lid 2xIncreased Strength (wish I had more!) 3xWell-Aimed Car 97 Obfuscate: 4xHidden Lurker 6xDisguised Weapon 2xConcealed Weapon 4xSacrificial Lamb 2xLost in Crowds 2xCloak the gathering 2xFaceless Night (just in case I need stealth to equip or for Sac. Lamb) Auspex(if crypt allows): 4xFast Reaction 6xTelepathic Counter (for stealth bleeds) 129 Library Cards (small compared to my opponents :)) ) Could a deck like this possibly work? Obviously, the biggest prblem would be finding a cheap enough crypt to afford the weapons....any ideas? KM

Luis P. Duarte

Kristyl Meth wrote in message <01bea876$884b5c00$81a5...@dapatrin.riderlaw.com>... >Can anyone direct me to a link or post a decent pitch deck using Brujah or >any other non-Sabbat clan? It's one type of deck I haven't tried yet, and >I'd like to see an example to determine if I've got enough of the right >cards... Hi! What's a "pitch" deck? .- Luis....@ip.pt

Derek S. Ray

On Thu, 27 May 1999 21:45:33 GMT, "Kristyl Meth" <dapa...@riderlaw.com> wrote: >[deck snip] > >I figured that a Brujah pitch would have more than 10 thrown lids and gates >each. My problem is that my play group plays with a 6 card limit with no >library limit. So, I can't put so many thrown lids and gates in. Any >ideas? I was thinking of putting some weapons in instead of the extra lids Ouch. Potence combat suffers the worst from a 6CL. Fortunately, some of the annoying aspects involved are mitigated by your friends having to use a 6CL too, but ... ouch. >and gates (Magnums, Deer Rifles, Grenades, RPG?), but of course that gets >pricey (Black Cat to the rescue!). With that in mind, how does this deck >look (I haven't created a crypt yet): With that in mind, note that weapons are worse than a tossed lid in three ways: (1) requires an action to equip the weapon, (2) weapons are more easily hosed than strike cards, being vulnerable to steals and the like, and (3) weapons cost pool, Black Cat or not. >Masters: > >5xBlood Doll >3xMinion Tap >Barrens >Elder Library >FotBoN >3xCelerity >3xPotence >3xObfuscate (These would change depending on the crypt) >3xHaven Uncovered 3xOBF why? =) Other than that, a total of 20 masters - a bit master heavy, esp. for a combat deck, but you may get away with it with stuff being less card intensive. >Equipment: > >2xIR Goggles Bag these. It's an EXTRA equip action that your boys just don't need... guys who are tossing objects should use Flash, and guys with guns won't need a spare maneuver THAT often if at all. >3x.44 Magnum >3xDeer Rifle Bag these, too. 1 point of damage per shot is going to make Emerson Bridges laugh at you even if you DO blur and hit him twice more. Replace with 3 more .44s :) (Sure, it's great to guarantee you get to long range, but you pretty much HAVE to chunk two lids at him after that in order to make him feel it. And you only have six lids.) >1xBomb (just for fun when I have a Taste) You can't Taste if you're going to torpor as well... probably not a good idea. >6xGrenade Bag these. Way too many equip actions, and they go AWAY after you use them. Icky icky. >2xRPG Launcher Entertaining if you can get it to work. =) Probably easier under a 6CL where presses are a little more functional. >General: > >6xBum's Rush ...6xAmbush as well? (You hafta get the Rush actions from SOMEWHERE.) >4xTaste of Vitae > >Celerity: > >2xAcrobatics When you're at long range you won't need to dodge before striking. >4xBlur >2xFast hands Do you see -that- many weapons out there? I suppose you hafta have them handy to steal your own back, maybe. =) >3xFlash 6xFlash. *the* celerity card. >3xNimble Feet >6xPsyche! >2xPursuit >2xSide Strike again, you don't need to dodge at long range usually - pull the 4 dodge options and put in 3 more Flash and 1 more Blur. >Potence: > >6xSacrament of Carnage >6xThrown Gate >6xThrown Sewer Lid >2xIncreased Strength (wish I had more!) >3xWell-Aimed Car More presses will be necessary to use these, even with the freebies you get from the Lids, Flash, and Nimble Feet. =) Maybe more nimble feet. >97 >Obfuscate: > >4xHidden Lurker >6xDisguised Weapon >2xConcealed Weapon >4xSacrificial Lamb >2xLost in Crowds >2xCloak the gathering >2xFaceless Night (just in case I need stealth to equip or for Sac. Lamb) Just say "no" to this angle. It increases your library needlessly, ensuring that you won't be drawing all the weapons, potence cards, and celerity cards that you really WANT to have. With only a SMALL bit of luck, you'll be taking an equip action on a .44, get blocked, and be able to smack the guy with a Lid and a Car - discouraging people from ever blocking you again. :) The best defense is sometimes a superior offense. >Auspex(if crypt allows): > >4xFast Reaction >6xTelepathic Counter (for stealth bleeds) AUS/POT is not something I recall seeing any vampires below a 9 cap with. I could look it up, but it's just ugly to try to get it to work. =) Better toss these. =) If you must find a way to deal with stealth bleeds, look for guys with DOM/POT - Donal O'Connor, Constanza Vinti, and the like. Then use Redirections. :) >129 Library Cards (small compared to my opponents :)) ) > >Could a deck like this possibly work? Obviously, the biggest prblem would >be finding a cheap enough crypt to afford the weapons....any ideas? With 129 library cards and a 6CL, you will have a heckuva time drawing what you need when you need it. Those two really work against each other in that respect. Affording the weapons is even worse - to make POT/CEL work you hafta have vampires right around 5-cap. It might be better to go for an all-CEL, all-guns style, which lets you get much lower on the vampire capacity front and still gives you access to most of the cards. Of course, you DO lose the Potence toys, but ... just another angle. [ quoted text not captured ]

Kristyl Meth

Great helpful comments! I've got some points and counter-points, and now I have a crypt for your review! Crypt: 2xMiranda Sanova 8 cap Tura Vaughn 8 cap Richter, Templar of DuMont 7 cap Radeyah 6 cap Bianca 6 cap 2xAnvil 6 cap 2xBlack Cat 5 cap Volker, Puppet Prince 5 cap Jimmy Dunn (only have one) 4 cap ALL superior CEL. Average=6.17 (I know, I know, they're very old for rush...but I'm not making a tourney deck...) > >Masters: > > > >5xBlood Doll > >3xMinion Tap > >Barrens > >Elder Library > >FotBoN > >4xPotence > >6xObfuscate (These would change depending on the crypt) 1xMob Connections 1xInformation Highway (big vamps in crypt for rush) 2xWarzone Hunting Ground > > 3xOBF why? =) Other than that, a total of 20 masters - a bit master > heavy, esp. for a combat deck, but you may get away with it with stuff > being less card intensive. The reason I want to use Obfuscate is so I can use Disguised/Concealed Weapon to cut down my equip actions....see my comments below... Took out Haven Uncovereds (never liked them), added Mob Connections, Info Hwy, and Brujah HG. Now 25 masters...the ratio is still OK, I think. > >Equipment: > > > > Bag these. It's an EXTRA equip action that your boys just don't > need... guys who are tossing objects should use Flash, and guys with > guns won't need a spare maneuver THAT often if at all. I agree, so I tossed the Goggles. > > >6x.44 Magnum > > Bag these, too. 1 point of damage per shot is going to make Emerson > Bridges laugh at you even if you DO blur and hit him twice more. > Replace with 3 more .44s :) (Sure, it's great to guarantee you get to > long range, but you pretty much HAVE to chunk two lids at him after > that in order to make him feel it. And you only have six lids.) Another good point. 6 Magnums, no Deer Rifles. > > >1xBomb (just for fun when I have a Taste) > > You can't Taste if you're going to torpor as well... probably not a > good idea. But I won't be going to torpor with my older vamps... > > >3xGrenade > > Bag these. Way too many equip actions, and they go AWAY after you use > them. Icky icky. I thought these could be a viable alternative to Thrown Lids under my card limit. Plus, in my play group these work well for intimidation, especially when my opponents figure out that I've got plenty of maneuvers. I kept three instead of six. > > >2xRPG Launcher > > Entertaining if you can get it to work. =) Probably easier under a > 6CL where presses are a little more functional. I hope to god I get these to work... :))) > > >General: > > > >6xBum's Rush 1xAmbush > > ...6xAmbush as well? (You hafta get the Rush actions from SOMEWHERE.) I only own ONE Ambush card, so I put it in. > > >4xTaste of Vitae Whoa! I forgot ammo cards! I'll add these (all I have): 6xManstopper Rounds 2xGlaser Rounds 1xDragon Breath Rounds > > > >Celerity: > > > >2xAcrobatics > > When you're at long range you won't need to dodge before striking. > > >6xBlur > >2xFast hands > > Do you see -that- many weapons out there? I suppose you hafta have > them handy to steal your own back, maybe. =) There is the occasional .44 Magnum, White Phos Grenade, Flamethrower, or Ivory Bow... > > >6xFlash > > 6xFlash. *the* celerity card. Yep. > > >6xNimble Feet > >4xPsyche! > >4xPursuit > >2xSide Strike > > again, you don't need to dodge at long range usually - pull the 4 > dodge options and put in 3 more Flash and 1 more Blur. Actually, I added 2 more Blurs to get to 6. The other dodge/add'l strike cards are in because I can't put more Blurs in. I made sure my entire crypt has CEL, so I think these cards are OK to keep. I added more of all of these so I can ensure maximum add'l strikage. =) > > >Potence: > > > >6xSacrament of Carnage > >6xThrown Gate > >6xThrown Sewer Lid > >2xIncreased Strength (wish I had more!) > >4xWell-Aimed Car > > More presses will be necessary to use these, even with the freebies > you get from the Lids, Flash, and Nimble Feet. =) Maybe more nimble > feet. I think I've got enough (Lids, Flash, Nimble Feet, Hidden Lurker), and I added a Mob Connections card above for good measure. > > >Obfuscate: > > > >6xHidden Lurker > >6xDisguised Weapon > >2xConcealed Weapon > >4xSacrificial Lamb > >2xLost in Crowds > >2xCloak the gathering > >2xFaceless Night (just in case I need stealth to equip or for Sac. Lamb) > > Just say "no" to this angle. It increases your library needlessly, > ensuring that you won't be drawing all the weapons, potence cards, and > celerity cards that you really WANT to have. With only a SMALL bit of > luck, you'll be taking an equip action on a .44, get blocked, and be > able to smack the guy with a Lid and a Car - discouraging people from > ever blocking you again. :) The best defense is sometimes a superior > offense. As I said above, I hoped by adding this angle to decrease my equip actions. Also, I get the bonus of Hidden Lurker, Sacrificial Lamb, and stealth for rushing a specific vamp without being blocked by someone else. I know it won't be easy, but I'm gonna try it out. I'll probably ultimately agree with you and ditch this angle... > > >Auspex(if crypt allows): BYE BYE!! > > > > AUS/POT is not something I recall seeing any vampires below a 9 cap > with. I could look it up, but it's just ugly to try to get it to > work. =) Better toss these. =) If you must find a way to deal with > stealth bleeds, look for guys with DOM/POT - Donal O'Connor, Constanza > Vinti, and the like. Then use Redirections. :) I came to my senses and ditched the Auspex, especially after I tried to create a crypt. Ugh!! I don't really want to alter my deck or crypt too much to add Redirections, because I play in a three person play group. I'll have to find another way....Sport Bikes? KRCG? Yuck and yuck. Hmmmm.... > > >NOW 118 Library Cards (even smaller compared to my opponents :)) ) > > > With 129 library cards and a 6CL, you will have a heckuva time drawing > what you need when you need it. Those two really work against each > other in that respect. Yeah, that's a problem we all have. The reason why we have a 6CL and large libraries is to keep the game play fresh...no one is using 20 Majesties or a million copies of some other card, so we have to be more creative. Plus, it gives us a chance to try different combos than would normally be used. I did get the deck down by 11 cards.... :)) > > Affording the weapons is even worse - to make POT/CEL work you hafta > have vampires right around 5-cap. It might be better to go for an > all-CEL, all-guns style, which lets you get much lower on the vampire > capacity front and still gives you access to most of the cards. Of > course, you DO lose the Potence toys, but ... just another angle. I just might try that if this deck doesn't fly....although most naturally CEL vamps are still pretty pricey... Thanks! KM

Derek S. Ray

On Fri, 28 May 1999 14:53:28 GMT, "Kristyl Meth" <dapa...@riderlaw.com> wrote: >Great helpful comments! I've got some points and counter-points, and now I >have a crypt for your review! > >Crypt: > >2xMiranda Sanova 8 cap 1x Donal O'Connor, 8 cap DOM/CEL/POT, prince and cool special 1x Constanza Vinti, 8 cap DOM/CEL/POT, prince and cool special =) >Tura Vaughn 8 cap >Richter, Templar of DuMont 7 cap >Radeyah 6 cap >Bianca 6 cap >2xAnvil 6 cap >2xBlack Cat 5 cap >Volker, Puppet Prince 5 cap >Jimmy Dunn (only have one) 4 cap > >ALL superior CEL. >Average=6.17 (I know, I know, they're very old for rush...but I'm not >making a tourney deck...) well, if you are going for a POT/CEL deck your only options are master skill cards (risky), old vampires, or a mix of both. It happens. >> >Masters: >> > >> >5xBlood Doll >> >3xMinion Tap >> >Barrens >> >Elder Library >> >FotBoN >> >4xPotence >> >6xObfuscate (These would change depending on the crypt) again, *BOOT* these. Now I see why Miranda - she has weenie OBF doesn't she? =) >1xMob Connections >1xInformation Highway (big vamps in crypt for rush) in a 110+ card library you can expect not to ever see this card in your opening hand. =) >2xWarzone Hunting Ground >> >The reason I want to use Obfuscate is so I can use Disguised/Concealed >Weapon to cut down my equip actions....see my comments below... >Took out Haven Uncovereds (never liked them), added Mob Connections, Info >Hwy, and Brujah HG. Now 25 masters...the ratio is still OK, I think. But you need the Haven Uncovereds to get Rush actions. You right now only have 6 Bum's Rush actions and 1 Ambush - your guys are not going to look very impressive bleeding for 1 each turn when they can't beat anyone up, and you'll hand jam horribly. With only 6/1 you need at least 4 Havens - i recommend tossing the MC (you have presses from CEL out the wazoo, always a better choice), IH (with only one you can't count on it, and you need its slot), one of the HG's (your guys may not require it), and a bunch of those OBF masters. Disguised Weapon is an interesting thought, but see below. The ratio for a combat deck is normally approx. 13 masters in a 90 card deck, by the way. With 25 you've nearly doubled that - you'll certainly run into master hand jam unless you reduce it down a bit. =) >> >1xBomb (just for fun when I have a Taste) >> >> You can't Taste if you're going to torpor as well... probably not a >> good idea. > >But I won't be going to torpor with my older vamps... You only have four guys who can effectively use this in your crypt. And if you are down blood at ALL on these vampires, they can't use it either... and what if you happen to be fighting a 3-cap horde? Really a bad idea to burn 6 blood off your 8-cap to only get 3 back. Plus it's an equip action that goes away after you use it. Icky. >> >3xGrenade >> >> Bag these. Way too many equip actions, and they go AWAY after you use >> them. Icky icky. > >I thought these could be a viable alternative to Thrown Lids under my card >limit. Plus, in my play group these work well for intimidation, especially >when my opponents figure out that I've got plenty of maneuvers. I kept >three instead of six. This deck is plenty intimidating on its own without those... and question: why are you trying to intimidate them? You really -want- them to block you some of the time, since you're short on Rush actions. (Industry standard on Rush to 'always have one' is 12 bum's rush, 4 Haven in a 90 card deck.) The only actions you can take in this deck are equip actions, bleed-for-1 actions, or Rush actions. Intimidation is well-handled by those Sacraments, Lids, and other stuff floating around down below. >> >General: >> > >> >6xBum's Rush >1xAmbush > >I only own ONE Ambush card, so I put it in. Ouch. oh well. =) >> >4xTaste of Vitae > >Whoa! I forgot ammo cards! I'll add these (all I have): > >6xManstopper Rounds >2xGlaser Rounds >1xDragon Breath Rounds Bag the DBR. You don't want to blow up your .44 that it took you so long to get (yes, i know the temptation to burn a vampire is huge), and a good Blur with a different ammo card will do plenty to dispose of vampires. >> >6xNimble Feet >> >4xPsyche! >> >4xPursuit >> >2xSide Strike >> >> again, you don't need to dodge at long range usually - pull the 4 >> dodge options and put in 3 more Flash and 1 more Blur. > >Actually, I added 2 more Blurs to get to 6. The other dodge/add'l strike >cards are in because I can't put more Blurs in. I made sure my entire >crypt has CEL, so I think these cards are OK to keep. I added more of all >of these so I can ensure maximum add'l strikage. =) Didn't you have 6x Psyche before? It's a press at inferior and your only way to beat S:CE, so you definitely want more of those in. Maybe dump the Glaser Rounds which are only good with a Blur. >> >Potence: >> > >> >6xSacrament of Carnage >> >6xThrown Gate >> >6xThrown Sewer Lid >> >2xIncreased Strength (wish I had more!) >> >4xWell-Aimed Car >> >> More presses will be necessary to use these, even with the freebies >> you get from the Lids, Flash, and Nimble Feet. =) Maybe more nimble >> feet. > >I think I've got enough (Lids, Flash, Nimble Feet, Hidden Lurker), and I >added a Mob Connections card above for good measure. Hidden Lurker = no no. Hold that thought. >> Just say "no" to this angle. It increases your library needlessly, >> ensuring that you won't be drawing all the weapons, potence cards, and >> celerity cards that you really WANT to have. With only a SMALL bit of >> luck, you'll be taking an equip action on a .44, get blocked, and be >> able to smack the guy with a Lid and a Car - discouraging people from >> ever blocking you again. :) The best defense is sometimes a superior >> offense. > >As I said above, I hoped by adding this angle to decrease my equip actions. > Also, I get the bonus of Hidden Lurker, Sacrificial Lamb, and stealth for >rushing a specific vamp without being blocked by someone else. I know it >won't be easy, but I'm gonna try it out. I'll probably ultimately agree >with you and ditch this angle... Hidden Lurker only is playable if someone blocks you. Nobody will EVER block you again after seeing what happens to the first blocker. It's a cool card, but really needed to not have the block restriction to be functional. HOWEVER, they wanted it to be an exact parallel to Fast Reaction... :( Sac. Lamb requires superior OBF. You won't get that on your guys easily, if at ALL. >I came to my senses and ditched the Auspex, especially after I tried to >create a crypt. Ugh!! I don't really want to alter my deck or crypt too >much to add Redirections, because I play in a three person play group. >I'll have to find another way....Sport Bikes? KRCG? Yuck and yuck. >Hmmmm.... sport bikes and KRCG are not awful, but won't always stop sneak 'n' bleed. But they're a way to try, at least. Again, examine donal and constanza, who have superior DOM/CEL/POT. =) >Yeah, that's a problem we all have. The reason why we have a 6CL and large >libraries is to keep the game play fresh...no one is using 20 Majesties or >a million copies of some other card, so we have to be more creative. Plus, >it gives us a chance to try different combos than would normally be used. >I did get the deck down by 11 cards.... :)) Bleh. my views on any kind of card limit are well known - it's not making you more creative, it's making you scramble to make a basic deck concept work. The large libraries, though, naturally work AGAINST any sort of combo.. you're just likely to get weird shit :/ >I just might try that if this deck doesn't fly....although most naturally >CEL vamps are still pretty pricey... But most naturally cel vamps are right around 2-3-4, and when you're being a one-discipline-wonder, including 5 CEL skill cards is pretty easy to do - they always are necessary and can always be played. =) [ quoted text not captured ]

Kristyl Meth

> What's a "pitch" deck? From what I understand, it's a combat deck that deals ranged damage. The object is to hit the opposing vamp hard, while leaving your vamp untouched. See some of the other responses to my original request for some typical "pitch" decks. KM P.S. Hi!

Kristyl Meth

Alright, you've convinced me to ditch the Obfuscate angle...damn! Other comments/questions.... > >Crypt: > > [snip Miranda Sanova] > 1x Donal O'Connor, 8 cap DOM/CEL/POT, prince and cool special > 1x Constanza Vinti, 8 cap DOM/CEL/POT, prince and cool special I'll replace Miranda with these two... > >Tura Vaughn 8 cap > >Richter, Templar of DuMont 7 cap > >Radeyah 6 cap > >Bianca 6 cap > >2xAnvil 6 cap > >2xBlack Cat 5 cap > >Volker, Puppet Prince 5 cap > >Jimmy Dunn (only have one) 4 cap > > > >ALL superior CEL. > >Average=6.17 (I know, I know, they're very old for rush...but I'm not > >making a tourney deck...) > > well, if you are going for a POT/CEL deck your only options are master > skill cards (risky), old vampires, or a mix of both. It happens. > > >> >Masters: > >> > > >> >5xBlood Doll > >> >3xMinion Tap > >> >Barrens > >> >Elder Library > >> >FotBoN > >> >2xPotence > >2xWarzone Hunting Ground 6xHaven Uncovered 1xKRCG News Radio [snip Obfuscate] [snip MC and Info Hwy] > > again, *BOOT* these. Now I see why Miranda - she has weenie OBF > doesn't she? =) OK, the Obf skill cards are gone...along with Miranda...(so pretty) =) > But you need the Haven Uncovereds to get Rush actions. You right now > only have 6 Bum's Rush actions and 1 Ambush - your guys are not going > to look very impressive bleeding for 1 each turn when they can't beat > anyone up, and you'll hand jam horribly. With only 6/1 you need at > least 4 Havens - i recommend tossing the MC (you have presses from CEL > out the wazoo, always a better choice), IH (with only one you can't > count on it, and you need its slot), one of the HG's (your guys may > not require it), and a bunch of those OBF masters. Disguised Weapon > is an interesting thought, but see below. OK, I added 6 Havens (to make up for lack of Ambush) and a KRCG, ditched MC, Info Hwy, and OBF masters. I prefer to keep two HG's, though, to make sure I get the Blood Doll combo. I also took out two Potence masters, now that I have Donal and Constanza. > > The ratio for a combat deck is normally approx. 13 masters in a 90 > card deck, by the way. With 25 you've nearly doubled that - you'll > certainly run into master hand jam unless you reduce it down a bit. > =) Now I've got 22...a little better, eh? :]] > [snip damn Bomb] > >> > >> You can't Taste if you're going to torpor as well... probably not a > >> good idea. > > > >But I won't be going to torpor with my older vamps... > > You only have four guys who can effectively use this in your crypt. > And if you are down blood at ALL on these vampires, they can't use it > either... and what if you happen to be fighting a 3-cap horde? Really > a bad idea to burn 6 blood off your 8-cap to only get 3 back. Plus > it's an equip action that goes away after you use it. Icky. As usual, you're right...the Bomb is outta here... > [snip Grenades] > >> > >> Bag these. Way too many equip actions, and they go AWAY after you use > >> them. Icky icky. > > > >I thought these could be a viable alternative to Thrown Lids under my card > >limit. Plus, in my play group these work well for intimidation, especially > >when my opponents figure out that I've got plenty of maneuvers. I kept > >three instead of six. > > This deck is plenty intimidating on its own without those... and > question: why are you trying to intimidate them? You really -want- Because, according to the rulebook "Bleeding is the most fundamental aspect of the game." ;)))) > them to block you some of the time, since you're short on Rush > actions. (Industry standard on Rush to 'always have one' is 12 bum's > rush, 4 Haven in a 90 card deck.) The only actions you can take in > this deck are equip actions, bleed-for-1 actions, or Rush actions. > Intimidation is well-handled by those Sacraments, Lids, and other > stuff floating around down below. Tossed the Grenades...but now do I have enough weapons? 6 Magnums and 2 RPGs? 6x.44 Magnum 2xRPG Launcher 4xSport Bike > > >> >General: > >> > > >> >6xBum's Rush > >1xAmbush > > > >I only own ONE Ambush card, so I put it in. > > Ouch. oh well. =) What do you think of adding some Bloodhunts, now that I have three princes in my crypt? I know I'll have to waste an action, but at least those can't be burned off...maybe add three or four? > > >> >4xTaste of Vitae > > > >Whoa! I forgot ammo cards! I'll add these (all I have): > > > >6xManstopper Rounds > >2xGlaser Rounds > >1xDragon Breath Rounds > > Bag the DBR. You don't want to blow up your .44 that it took you so > long to get (yes, i know the temptation to burn a vampire is huge), > and a good Blur with a different ammo card will do plenty to dispose > of vampires. Sorry, I forgot the reason why I put DBR in--I'm putting Zip Guns in! Six! I don't care if those get burned! This will also help me a little with my lack of guns (although it's only 1R). 6xZip Gun > > >> >6xNimble Feet > >> >4xPsyche! > >> >4xPursuit > >> >2xSide Strike 6xBlur 6xFlash 2xAcrobatics 2xFast hands > >> > >> again, you don't need to dodge at long range usually - pull the 4 > >> dodge options and put in 3 more Flash and 1 more Blur. > > > >Actually, I added 2 more Blurs to get to 6. The other dodge/add'l strike > >cards are in because I can't put more Blurs in. I made sure my entire > >crypt has CEL, so I think these cards are OK to keep. I added more of all > >of these so I can ensure maximum add'l strikage. =) > > Didn't you have 6x Psyche before? It's a press at inferior and your > only way to beat S:CE, so you definitely want more of those in. Maybe > dump the Glaser Rounds which are only good with a Blur. I did, because I thought I had 6...only have 4...notice a theme developing here? :(( > > >> >Potence: > >> > > >> >6xSacrament of Carnage > >> >6xThrown Gate > >> >6xThrown Sewer Lid > >> >2xIncreased Strength (wish I had more!) > >> >4xWell-Aimed Car > >> > >> More presses will be necessary to use these, even with the freebies > >> you get from the Lids, Flash, and Nimble Feet. =) Maybe more nimble > >> feet. > > > >I think I've got enough (Lids, Flash, Nimble Feet, Hidden Lurker), and I > >added a Mob Connections card above for good measure. > > Hidden Lurker = no no. Hold that thought. Hidden Lurker = adios... > > >> Just say "no" to this angle. It increases your library needlessly, > >> ensuring that you won't be drawing all the weapons, potence cards, and > >> celerity cards that you really WANT to have. With only a SMALL bit of > >> luck, you'll be taking an equip action on a .44, get blocked, and be > >> able to smack the guy with a Lid and a Car - discouraging people from > >> ever blocking you again. :) The best defense is sometimes a superior > >> offense. > > > >As I said above, I hoped by adding this angle to decrease my equip actions. > > Also, I get the bonus of Hidden Lurker, Sacrificial Lamb, and stealth for > >rushing a specific vamp without being blocked by someone else. I know it > >won't be easy, but I'm gonna try it out. I'll probably ultimately agree > >with you and ditch this angle... > > Hidden Lurker only is playable if someone blocks you. Nobody will > EVER block you again after seeing what happens to the first blocker. > It's a cool card, but really needed to not have the block restriction > to be functional. HOWEVER, they wanted it to be an exact parallel to > Fast Reaction... :( Good point...that's why I wanted to try to work in Auspex...but now I guess I'll ditch both Obf and Aus... ;( > > Sac. Lamb requires superior OBF. You won't get that on your guys > easily, if at ALL. This was the death knell for Obf...I forgot that I'd need superior...guess I'll keep those Sac. Lambs in my Assamite and Settite decks! > > >I came to my senses and ditched the Auspex, especially after I tried to > >create a crypt. Ugh!! I don't really want to alter my deck or crypt too > >much to add Redirections, because I play in a three person play group. > >I'll have to find another way....Sport Bikes? KRCG? Yuck and yuck. > >Hmmmm.... > > sport bikes and KRCG are not awful, but won't always stop sneak 'n' > bleed. But they're a way to try, at least. Again, examine donal and > constanza, who have superior DOM/CEL/POT. =) I put in four Sport Bikes and one KRCG... > > >Yeah, that's a problem we all have. The reason why we have a 6CL and large > >libraries is to keep the game play fresh...no one is using 20 Majesties or > >a million copies of some other card, so we have to be more creative. Plus, > >it gives us a chance to try different combos than would normally be used. > >I did get the deck down by 11 cards.... :)) Now the library has 116 (maybe 120 if I add 4 Bloodhunts). > > Bleh. my views on any kind of card limit are well known - it's not > making you more creative, it's making you scramble to make a basic > deck concept work. The large libraries, though, naturally work > AGAINST any sort of combo.. you're just likely to get weird shit :/ Actually, the REAL reason behind our 6CL is because my opponents are too cheap to keep up with my purchases--for Jyhad!! They complained that I had too many Majesties, Forced Awakenings, WwEF, etc., so we had to impose a limit. So, I actually would prefer NO limit, like you. I was just trying to kid myself into thinking it's better to play with CL....to no avail... =( KM

Patrick Harris

> Sorry, I forgot the reason why I put DBR in--I'm putting Zip Guns in! Six! > I don't care if those get burned! This will also help me a little with my > lack of guns (although it's only 1R). > > 6xZip Gun Can't use ammo cards with the Zip Gun anymore, according to latest rules. p.

LSJ

Kristyl Meth wrote: > > >6xManstopper Rounds > > >2xGlaser Rounds > > >1xDragon Breath Rounds > > > > Bag the DBR. You don't want to blow up your .44 that it took you so > > long to get (yes, i know the temptation to burn a vampire is huge), > > and a good Blur with a different ammo card will do plenty to dispose > > of vampires. > > Sorry, I forgot the reason why I put DBR in--I'm putting Zip Guns in! Six! > I don't care if those get burned! This will also help me a little with my > lack of guns (although it's only 1R). > > 6xZip Gun Zip Gun cannot use ammo cards. (errata). -- LSJ (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast. Links to revised rulebook, rulings, errata, and tournament rules: http://www.wizards.com/VTES/VTES_Rules.html

Kristyl Meth

> Zip Gun cannot use ammo cards. (errata). Oops. Damn errata. I guess I'll ditch the Dragon Breath Rounds (but still keep the Zip Guns). KM