rec.games.trading-cards.jyhad

the dead arms dealer deck

10 messages from 7 participants · 24 April 1999 – 29 April 1999
original thread on Google Groups

Robert C Campbell Jr

Okay, here's an idea I had a while ago, but haven't tried it yet: Crypt full of celerity brujah tiny toons (angel, vasillus, lupo, dre, uma, mabee black cat) Masters: 6 or so celerity masters, krgr kroger radio, warzone hunting ground, and filler, mabee 2 or 3 sudden reversals The deck is as follows: 1 talbot's chainsaw 3 44 mags buncha nimble feet/acrobatics some tastes and no less than 20 arms dealers. Here's the trick: bring out an arms dealer go get the chainsaw put it on somebody with celerity bring out a bunch more tiny toons use them to bring out at least 1 arms dealer per round put the talbot's damage on the *ARMS DEALER* (the text of talbot's specifically says *minion* takes 3 *damage* rush your prey with a cheaply paid for chainsaw on a guy with celerity. sound good? now think about this one: if you can get 4 or 5 small vamps out then put out a *brujah debate* too, just for added badassness... sound better? why wouldn't this work? cya... -bj

Joshua Duffin

In article <7ftk34$v2i$1...@nntp2.atl.mindspring.net>, [ quoted text not captured ] No reason it wouldn't work. It might not be incredibly amazingly effective though. The Chainsaw may work even better in a Giovanni Talbot's Chainsaw/Ambrosious, Ferryman deck (Ambrosius takes the damage, reduces it to zero, and lives to take it again next turn), but I've never heard of those decks running seriously amok. I played a 17-Arms Dealer deck for a while in a couple different configurations, but neither of them worked all that well for me. The first one was Brujah weenies plus Arms Dealers plus guns plus rush; the problem was that they weren't all that effective in combat or bleeding, and giving guns to Arms Dealers is a bit risky since you lose the gun if the Dealer gets killed. The other one was Brujah/non- Brujah presence weenies plus Arms Dealers plus Autarkis Persecution plus a few offensive votes and a bunch of Anarch Revolts - thematically it was very good, but it didn't seem all that impressive in play. Passing votes could be a problem if there were other voters around, again you don't bleed too well, and your only defense is pool gain, which fails if you're outvoted or blocked. Josh but feel free to try it regardless, maybe it'll work for you -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own

Richard Zopf

Robert C Campbell Jr wrote in message <7ftk34$v2i$1...@nntp2.atl.mindspring.net>... [ quoted text not captured ] First idea, You'd have to protect your Chainsaw _very_ well. With only one in the deck, you'd be out of luck if someone burned the carrier (by any number of methods). If you're semi-serious about the deck, I'd include a few extra copies of TC, just in case. I'd worry about one potence vamp with a Pushing the Limit. A Heidelburg Castle would also allow you to make additional TC rushes per round... Still in all, this is a tough way to run combat, but entertaining, none the less ;-) Regards, R. David Zopf Atom Weaver

legb...@my-dejanews.com

In article <7ftk34$v2i$1...@nntp2.atl.mindspring.net>, "Robert C Campbell Jr" <bj...@mindspring.com> wrote: > Okay, here's an idea I had a while ago, but haven't tried it yet: > > Crypt full of celerity brujah tiny toons (angel, vasillus, lupo, dre, uma, > mabee black cat) OK, but lupo and vasilis don't have cel. However, this is pedantry - i agree with the crypt. > > Masters: 6 or so celerity masters, krgr kroger radio, warzone hunting > ground, and filler, mabee 2 or 3 sudden reversals Heidelberg, my friend. You LUST for heidelberg in this deck. Prolly some ghouls and flak/leather jackets, too. > > The deck is as follows: > 1 talbot's chainsaw > 3 44 mags > buncha nimble feet/acrobatics > some tastes > and no less than 20 arms dealers. Looks like there could be room for 8-10 computer hacking, and i'd recommend it. > > Here's the trick: > bring out an arms dealer > go get the chainsaw > put it on somebody with celerity > bring out a bunch more tiny toons > use them to bring out at least 1 arms dealer per round > put the talbot's damage on the *ARMS DEALER* (the text of talbot's > specifically says *minion* takes 3 *damage* > > rush your prey with a cheaply paid for chainsaw on a guy with celerity. > > sound good? > > now think about this one: if you can get 4 or 5 small vamps out then put out > a *brujah debate* too, just for added badassness... Why not lots? They stack. > > sound better? > > why wouldn't this work? > > cya... > -bj > Well, what happens when the vamp with the TC gets beat up and the TC goes to the ashheap? i suggest 3 TCs to cover this eventuality. And how about a few little giovanni guys? Then you either get +1 bleed with each giovanni if your prey has a Brujah, or you can recruit ambrosius to take the TC damage. He doesn't care cos it isn't aggravated. [ quoted text not captured ]

Robert C Campbell Jr

Joshua Duffin wrote in message <7g1r0u$bql$1...@nnrp1.dejanews.com>... >In article <7ftk34$v2i$1...@nntp2.atl.mindspring.net>, >No reason it wouldn't work. It might not be incredibly amazingly >effective though. The Chainsaw may work even better in a Giovanni >Talbot's Chainsaw/Ambrosious, Ferryman deck (Ambrosius takes the >damage, reduces it to zero, and lives to take it again next turn), >but I've never heard of those decks running seriously amok. Argh! What expansion is Ambrosius from? >I played a 17-Arms Dealer deck for a while in a couple different >configurations, but neither of them worked all that well for me. The >first one was Brujah weenies plus Arms Dealers plus guns plus rush; >the problem was that they weren't all that effective in combat or >bleeding, and giving guns to Arms Dealers is a bit risky since you >lose the gun if the Dealer gets killed. The other one was Brujah/non- >Brujah presence weenies plus Arms Dealers plus Autarkis Persecution >plus a few offensive votes and a bunch of Anarch Revolts - thematically >it was very good, but it didn't seem all that impressive in play. I'm currently running something very similar. It's a Ventrue/Toreador/Brujah tiny toon vote deck with presence (vote gain and majesty) and celerity (dodge and nimble feet). Add guns for people who block my votes. Deck has some 20 praxis seisures in it and does 3rd traditions. Works okay if I get the first prince. >Passing votes could be a problem if there were other voters around, >again you don't bleed too well, and your only defense is pool gain, >which fails if you're outvoted or blocked. Mine calls votes for the damage and bounces around the table with restructures, and the weenie hordes my prey with guys w/ celerity and 44 mags if all else fails. If it gets its first few praxis seizures out then it's really effective. It's only got 3 or 4 arms dealers in it though, so sorta getting away from the whole arms dealer theme.

Robert C Campbell Jr

legb...@my-dejanews.com wrote in message <7g1tom$eee$1...@nnrp1.dejanews.com>... >In article <7ftk34$v2i$1...@nntp2.atl.mindspring.net>, > "Robert C Campbell Jr" <bj...@mindspring.com> wrote: >> Masters: 6 or so celerity masters, krgr kroger radio, warzone hunting >> ground, and filler, mabee 2 or 3 sudden reversals > >Heidelberg, my friend. You LUST for heidelberg in this deck. Prolly some >ghouls and flak/leather jackets, too. Would Heidelberg let me move the chainsaw from a tapped guy to an untapped guy? >> The deck is as follows: >> 1 talbot's chainsaw >> 3 44 mags >> buncha nimble feet/acrobatics >> some tastes >> and no less than 20 arms dealers. > >Looks like there could be room for 8-10 computer hacking, and i'd recommend >it. Yup. >> Here's the trick: >> bring out an arms dealer >> go get the chainsaw >> put it on somebody with celerity >> bring out a bunch more tiny toons >> use them to bring out at least 1 arms dealer per round >> put the talbot's damage on the *ARMS DEALER* (the text of talbot's >> specifically says *minion* takes 3 *damage* >> >> rush your prey with a cheaply paid for chainsaw on a guy with celerity. >> >> sound good? >> >> now think about this one: if you can get 4 or 5 small vamps out then put out >> a *brujah debate* too, just for added badassness... > >Why not lots? They stack. Aww nuts. Never EVER thought about that. I'm off to build the debate deck, REAL SOON... >Well, what happens when the vamp with the TC gets beat up and the TC goes to >the ashheap? i suggest 3 TCs to cover this eventuality. > >And how about a few little giovanni guys? Then you either get +1 bleed with >each giovanni if your prey has a Brujah, or you can recruit ambrosius to take >the TC damage. He doesn't care cos it isn't aggravated. The ambrosius is cool, but I can't say I've actually ever seen one..

Joshua Duffin

In article <7g4pv2$i3e$1...@nntp1.atl.mindspring.net>, "Robert C Campbell Jr" <bj...@mindspring.com> wrote: > [schnip] > Argh! What expansion is Ambrosius from? Ancient Hearts apparently. (I bought mine as a single.) (nb: on at least some copies of Ambrosius, the Giovanni clan symbol is really faint, but it is there. I didn't notice this until someone reminded me when I tried to recruit him with a Gangrel or something.) > Mine calls votes for the damage and bounces around the table with > restructures, and the weenie hordes my prey with guys w/ celerity and 44 > mags if all else fails. If it gets its first few praxis seizures out then > it's really effective. > > It's only got 3 or 4 arms dealers in it though, so sorta getting away from > the whole arms dealer theme. Well, the Arms Dealer theme was the whole point of my deck. I traded for a bunch of them just to be able to make it... since they seem to be the only no-cost ally, I thought it would be funny. Which it was. Just not too effective. Had some big piles of Arms Dealers sitting around sometimes though. With Flak Jackets. And Saturday Night Specials. Looking for trouble. Heh. Josh [ quoted text not captured ]

LSJ

Robert C Campbell Jr wrote: > Would Heidelberg let me move the chainsaw from a tapped guy to an untapped > guy? If both are ready vampires (that you control), yes. -- LSJ (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

Vince Johnson

Just because I didn't know which of these posts to exactly reply to I replied to the main one. A friend of mine has an arm dealer deck of bombs. They dive in for a bomb and equip it the following turn. The bomb's nicely give them an action that either eliminates a location or becomes a suicide mission. He plays it all wrong though not to mention it's under a 6CL but I though it might give you some ideas you haven't thought of too since a bomb is a nice 5 ranged as opposed to one minion with 3 close damage. He's got grenades and stuff in the deck as well as playing it as a weenie brujah combat deck. Vince

James B Floate

Vince Johnson wrote in message <7g5us2$6v$1...@bgtnsc01.worldnet.att.net>... [ quoted text not captured ] I wasn't going to post this, but that last description sounds too much like a fun deck I came up with one time, and it was too tempting; Crazy Harry's Homies. (from the muppet show) 1 Igo 2 Kanya Akhtar 2 Harika Guljan 1 Lupo 1 Angel 1 Dre 2 Uma Hatchback 1 Yuri 2 Black Cat 1 Warzone HG 3 Vast Wealth 8 Haven Uncovered 12 8 Arms Dealer 2 The Knights 2 The Slashers 6 Loyal Street Gang 4 Terrorists 1 Assault Rifle 10 Bomb 3 Grenade 3 Flak Jacket 1 Brujah Justicar 8 Praxis Seizure:Wherever 5 Autarkis Persecution 53 5 Bewitching Oration 6 Bribes 11 __ 76 Obviously the idea is to get bombs however you can and blow the crap out of yourself and whoever you can slap a haven on. The only strategic tips I can give are that you may have to target unfriendly voters first as getting 1 or 2 autarkis p's off is crucial. Also you MUST roll your eyes crazily and threaten everyone at the table in silly voices. Having conversations between your own minions is also acceptable, doing appropriate ludicrous arabic accents for the terrorists. This deck puts the jyhad back into vampire. :> The deck was originally 60 cards and quite tight, but I just kept adding cards and consequently you may have to tighten it up if you want to play with it in a more serious game *snigger* Maybe some blood dolls or other slightly less risky pool gain then the votes. Dont attack with 1 bomb-carrying-patsy at a time, use 3 or 4 in a wave. Floatey.