Table of Contents
-----------------
I. General Comments
II. Origins '98: Can Combat Win?
III. The !Brujah and their friends
IV. Clan-specific cards
V. Another Bruise/Bleed deck
I. General Comments
-------------------
What? A newsletter in the middle of the month? Unheard of! Well, with
Origins coming up and lots of free time on my hands, why not?
This time, I'll have a discussion on the effectiveness of good combat
decks in tournament situations. Also, a break down of the !Brujah
vampires, as well as others which fit well into !Bru crypts (Jimmy
Dunn). Finally, a !Brujah bruise and bleed deck.
Hey, hey, let's go!
II. Origins '98
---------------
Well, _I'll_ be there with my combat deck. But can combat prevail?
There are a number of issues.
A. The Surprise Factor. I've noticed at the few tournaments I've been
to, that many people are not aware of effective combat decks. Players
who seem to have otherwise well-developed bleed or vote decks are amazed
when they can't play their Majesty under Immortal Grapple. Part of this
is the rareness of IG. If no one in a group has spent the effort to
gather up ten or so, no one there will realize its power.
B. The Lack of Metagame. Decks tend to evolve to react to the other
decks in the group environment. In an environment with little votes,
vote defense will be small or non-existent. In an environment with weak
combat, combat defense will be sparse.
When coming to a tournament, players try to tune their decks to meet
every challenge, which in turn hurts the basic effectiveness of the
deck, depending on how much of the deck is devoted to this defense.
This is a trade-off, and it's difficult (without lots of tournament
experience) to say exactly what the best mix is for every deck. Since
there's no metagame, no time for decks to adjust, many decks perform
miserably, even though they may have been effective in the home
environment.
Comments, anyone?
III. The !Brujah and their little friends
----------------------------------------
Many fine (and many not-so-fine) vampires were printed in the Sabbat
set, but a good deal of them seemed to break the well-established "point
system" for building vampires. This, of course, is something to take
advantage of when using the !Brujah, and here I'll point out the big
winners and the big losers.
Here they are, in rather illogical (but easily cut-and-pastable)
alphabetical order:
Bronwen 10 POT CEL PRE dom obt
Sabbat Priscus: Once each combat, Bronwen may dodge as a strike.
For a 10, about the only thing she's got going for her is the three
in-clan superiors. I've never been a fan of the really big vampires
unless they have a really useful special ability, which Bronwen does
not.
Dodd 5 CEL dom pre
Who thought up this stink bomb? I will never understand why the
designers thought 6-pointers with 8 or 9 points of abilities and
5-pointers with four were consistent. Even worse, Dodd doesn't even
have potence. I'm sure he could be useful in some CEL/PRE deck, but
then you might as well use Black Cat or Brachach.
Frederick the Weak 2 pre
Frederick may be weak in a !Bru combat deck, but he's really useful in
weenie presence bleed decks.
Hugo 4 POT pre vic
Sabbat: Hugo gets -1 intercept against Lasombra and Tzimisces.
Hugo is the Sabbat version of Hector Sosa. His disability is not that
much of a drawback, and you never know when his vicissitude might come
in handy.
Jacko 8 POT CEL PRE obt
Sabbat: Jacko gets an optional additional strike during the first round
of combat. This does not count against his additional strikes for that
round.
Where Bronwen is weak, Jacko is strong. He also has the three in-clan
superiors, and a kick-ass special ability. Equip Jacko with the Sword
of Judgement and go nuts with additional strike mania.
Jacob Bragg 3 pot cel
A staple in any !Bru combat deck. Use two or three.
Richter, The Templar of Du Mont 7 POT CEL pre for
Sabbat: +1 hand damage
Another great vampire. With POT, CEL, and +1 hand damage, he's a combat
machine. And, if you're feeling especially combative, he's also got
fortitude for the exceptionally sketchy POT/FOR deck.
Rigby, Crusade Vanguard 5 pot CEL PRE aus
Sabbat: If Rigby attempts to block a Sabbat vampire and fails, and if
any of your predator's Bishops are not at full capacity, move 1 blood
from Rigby to one of those Bishops.
Give yourself a minute to read the text. OK, got it? Yep, that will
never, ever happen. And even if it does, who cares? Rigby's main
drawback is her lack of superior potence. But she is a perfect
Toreador! Also, if your deck uses both presence and celerity as well as
potence, she's a good, cheap vampire.
Salinger 9 POT CEL PRE tha
Sabbat Archbishop of Philadelphia: As a (D) action, Salinger may enter
combat with any Lasombra or Tzimisce. +1 bleed
Three in-clan superiors, +1 bleed, two votes, and a special ability make
Salinger a good 9. But, he's still a 9. If your deck can handle big
vampires by having good pool gain, go for it. But in a rush deck, he's
just too big.
Sarah Brando 3 CEL
Sabbat: Sarah gets -1 stealth on each (D) action she attempts against a
Methuselah who controls a ready Bishop or Archbishop.
Sarah's big problem is her lack of any potence at all. But, one potence
master (or my favorite, the Hand of Conrad) make her effective. Another
option is to give her bonus hand damage with Depravity and have her use
lots of additional strikes.
Sela 6 POT cel PRE obt
Sabbat Bishop: If Sela becomes an Archbishop, each ready Bishop
controlled by your prey burns 1 blood. +1 bleed
Well, I've already said everything I can say about Sela.
An interesting footnote: a large number of the !Brujah have
obtenebration. If anyone has any idea about how to make that useful,
I'd like to hear it.
Friends of the !Brujah:
Jimmy Dunn and Mitchell, the Headhunter. Both of these vampires are
good cheap vampires and make a great addition to a !Bru rush deck crypt.
IV. Clan-specific cards
-----------------------
There aren't very many of these, but there is some good stuff here.
Amusement Park Hunting Ground
What can you say about a Hunting Ground?
Bruisers, The
Ally
Clan: Brujah Antitribu
Cost: 3
Unique Ally with 2 life. 2 hand damage, 0 bleed. The Bruisers may take
a (D) action to burn a location controlled by your prey.
As allies go, not horrible. But allies in general suck, and this is no
exception.
Gang Territory
Master
Clan: Brujah Antitribu
Cost: 2
Master: unique location During your influence phase, tap to move 1
blood from the blood bank to one of your uncontrolled Brujah antitribu.
An Art Museum for the !Brujah. Very nice, indeed.
Survivalist
Ally
Clan: Brujah Antitribu
Cost: 2
Ally with 1 life. 2R, 0 bleed. Tap to give a Brujah antitribu you
control one maneuver.
If the !Brujah didn't have celerity, this might be useful. As it is,
this guy is an expensive kind of Police Station. Marginal, at best.
Blood Brother Ambush
Action Modifier/Ally
Clan: Brujah Antitribu
Cost: 2 blood
Put this card in play when an action is blocked. Combat does not occur.
This card is then considered to be an ally with 3 life and 2R damage;
this ally enters combat with the blocking minion. Blood Brothers may
play cards requiring basic Potence as a vampire with a capacity of 3.
Any cost in blood is paid with life. If a card would give them blood,
give them life instead. Burn this card at the end of combat or if the
combat is canceled.
Unless there's some compelling reason why the ally would fight better
than the blocked vampire (and I can't think of one), this card is
useless.
Sword of Judgment
Equipment
Clan: Brujah Antitribu
Cost: 2 pool
Unique melee weapon The Brujah antitribu with this equipment gets +1
hand damage with each strike; he or she gains an optional additional
strike each round of combat.
A pretty nice, if expensive, card. Though you may thwart the +1 damage
with your own Immortal Grapples, LSJ has ruled that you always get the
additional strike, which takes this card off of the wallpaper list.
V. A Bruise and Bleed Deck
--------------------------
With Gwen Morse's recent posting of a Giovanni B&B deck (and the heated
discussion following), I decided I would post a !Bru version. Comment
at will.
Crypt:
Frederick the Weak 2 pre
Mitchell, the Headhunter 2 pot
2x Jacob Bragg 3 pot cel
2x Hugo 4 POT pre
Jimmy Dunn 4 POT CEL
Rigby, Crusade Vanguard 5 pot CEL PRE
2x Sela 6 POT cel PRE +1 bleed
Richter, Templar of DuMont 7 POT CEL pre
Salinger 9 POT CEL PRE +1 bleed
Avg. Capacity: 4.583
Masters:
Amusement Park Hunting Ground
2x Gang Territory
The Hungry Coyote
3x Blood Doll
2x Minion Tap
3x Presence
2x Potence
Minion cards:
9x Social Charm
6x Computer Hacking
3x Legal Manipulations
3x Laptop Computer
Tasha Morgan
J.S.Simmons, Esq.
8x Immortal Grapple
8x Undead Strength
4x Torn Signpost
6x Flash
4x Acrobatics
4x Sideslip
2x Pursuit
5x Bum's Rush
5x Taste of Vitae
Hand of Conrad
3x Pulled Fangs
3x Wake with Evening's Freshness
-------
90 cards.
This isn't a rush deck, but with all the combat, I like to have a few
Bum's Rushes in there to take care of annoying vampires owned by my
predator.
---------------------------------------------------------------------
Well, that's it for this newsletter. Look for #3 sometime in the middle
of July. I'll have an Origins report, as well as a discussion of the
Sabbat celerity and presence cards.
James
--
James Hamblin
ham...@math.wisc.edu
In article <35840249...@math.wisc.edu>,
James Hamblin <ham...@math.wisc.edu> wrote:
>
> Well, _I'll_ be there with my combat deck. But can combat prevail?
> There are a number of issues.
>
> A. The Surprise Factor. I've noticed at the few tournaments I've been
> to, that many people are not aware of effective combat decks.
I totally agree. But there are very few effective combat decks around.
>
> B. The Lack of Metagame.
>> When coming to a tournament, players try to tune their decks to meet
> every challenge, which in turn hurts the basic effectiveness of the
> deck, depending on how much of the deck is devoted to this defense.
> This is a trade-off, and it's difficult (without lots of tournament
> experience) to say exactly what the best mix is for every deck. Since
> there's no metagame, no time for decks to adjust, many decks perform
> miserably, even though they may have been effective in the home
> environment.
>
> Comments, anyone?
>
The most successful tournament decks I have seen are those able to force
their strategy on all other players at the table. They don't need to adjust,
they just walk their path. If they meet their mortal enemy - that is bad
luck. But most of the time, they are just horribly effective. You only adjust
your deck if you think that someone can (and will) resist your efforts
effectively enough to stop you, be it your fast predator or your well
defending prey.
Michael Beer
V:EKN Prince of Dortmund
-----== Posted via Deja News, The Leader in Internet Discussion ==-----
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James Hamblin wrote:
[ quoted text not captured ]
Not to shabby but might I suggest a few Aire of Elation to replace a
few social charm. It'll add a little surprise factor to your bleeds keeping
your prey even more on edge, and possibly 2 or 3 Misdirection for
when your ready to go for the kill.they really help get you the VP's
several turns earlier than you otherwise would. Used early you can
hit them with a monster bleed and make blocking and getting beat up
no longer optional.
just some ideas :-)-~
Eric
>
>
>
>
>
James Hamblin <ham...@math.wisc.edu> writes:
>Bronwen 10 POT CEL PRE dom obt
>Sabbat Priscus: Once each combat, Bronwen may dodge as a strike.>For a 10, about the only thing she's got going for her is the three
>in-clan superiors. I've never been a fan of the really big vampires
>unless they have a really useful special ability, which Bronwen does
>not.
We get a lot of aggravated damage combat in our group, so the innate
dodge (with CEL for additional strikes) is more useful in our group
than what you describe.
Also, three votes (since Prisci are not common in our group) are
always nice, especially if you plan on diablerizing any of your
victims.
>An interesting footnote: a large number of the !Brujah have
>obtenebration. If anyone has any idea about how to make that useful,
>I'd like to hear it.
Eyes of the Night for intercept - not great, but never worthless. More
useful due to the element of surprise (whose expecting these grunts to
come up with intercept on-the-fly?)
If you're looking for close-range combat (and who isn't, with IGrapple?),
the Shade can be useful (and you can recoup the cost with your next
Taste of Vitae).
>Blood Brother Ambush
>Action Modifier/Ally
>Clan: Brujah Antitribu
>Cost: 2 blood
>Put this card in play when an action is blocked. Combat does not occur.
>This card is then considered to be an ally with 3 life and 2R damage;
>this ally enters combat with the blocking minion. Blood Brothers may
>play cards requiring basic Potence as a vampire with a capacity of 3.
>Any cost in blood is paid with life. If a card would give them blood,
>give them life instead. Burn this card at the end of combat or if the
>combat is canceled.>Unless there's some compelling reason why the ally would fight better
>than the blocked vampire (and I can't think of one), this card is
>useless.
You could build a deck for it - using Memories of Mortality and Trap and
Immortal Grapple - and use Legal Manip, Intimidation, Mind Numb, and Rampage
to make your actions worth blocking.
>Sword of Judgment
>Equipment
>Clan: Brujah Antitribu
>Cost: 2 pool
>Unique melee weapon The Brujah antitribu with this equipment gets +1
>hand damage with each strike; he or she gains an optional additional
>strike each round of combat.>A pretty nice, if expensive, card. Though you may thwart the +1 damage
>with your own Immortal Grapples, LSJ has ruled that you always get the
>additional strike, which takes this card off of the wallpaper list.
That's not even a ruling - just a clarification. No other interpretation
is possible from card text.
As an alternative to IGrapple, use Psyche (superior) to chew through your
opponent's S:CE and Dodges. That way, you can use your +1 damage.
--
L. Scott Johnson (sjoh...@math.sc.edu) | Please return the flight
http://www.math.sc.edu/~sjohnson | attendants to their original
Graphics Specialist and V:TES Rulemonger | upright positions
L. Scott Johnson wrote:
>
> James Hamblin <ham...@math.wisc.edu> writes:
[Bronwen]
> We get a lot of aggravated damage combat in our group, so the innate
> dodge (with CEL for additional strikes) is more useful in our group
> than what you describe.
>
> Also, three votes (since Prisci are not common in our group) are
> always nice, especially if you plan on diablerizing any of your
> victims.
You have a point. I just don't think more than 8 pool is ever really
justified for one minion, unless they've got a really good gimmick (like
an IC Member) or _you've_ got a gimmick you use that vampire for (like
the all Wynn, all the time deck).
So sure, Bronwen's not useless. She's just expensive.
> >An interesting footnote: a large number of the !Brujah have
> >obtenebration. If anyone has any idea about how to make that useful,
> >I'd like to hear it.
>> Eyes of the Night for intercept - not great, but never worthless. More
> useful due to the element of surprise (whose expecting these grunts to
> come up with intercept on-the-fly?)
Also, as someone else pointed out, it's nice to have occasional stealth
(Shadow Body) in a bruise/bleed deck, for that bleed you just need to
get through.
> >Blood Brother Ambush
[snip]
> >Unless there's some compelling reason why the ally would fight better
> >than the blocked vampire (and I can't think of one), this card is
> >useless.
>> You could build a deck for it - using Memories of Mortality and Trap and
> Immortal Grapple - and use Legal Manip, Intimidation, Mind Numb, and
> Rampage to make your actions worth blocking.
Ha! I must confess that I had to look up what Memories of Mortality
did, but that's pretty cool!
> >Sword of Judgment
[snip]
> As an alternative to IGrapple, use Psyche (superior) to chew through
> your opponent's S:CE and Dodges. That way, you can use your +1 damage.
I usually put a few Psyches into my !Bru rush deck, since sometimes
you'll want to play a dodge yourself. Damn that aggravated damage! But
this is a good idea, too.
[ quoted text not captured ]
> >Blood Brother Ambush
> >Action Modifier/Ally
> >Clan: Brujah Antitribu
> >Cost: 2 blood
> >Put this card in play when an action is blocked. Combat does not occur.
> >This card is then considered to be an ally with 3 life and 2R damage;
> >this ally enters combat with the blocking minion. Blood Brothers may
> >play cards requiring basic Potence as a vampire with a capacity of 3.
> >Any cost in blood is paid with life. If a card would give them blood,
> >give them life instead. Burn this card at the end of combat or if the
> >combat is canceled.
>
> >Unless there's some compelling reason why the ally would fight better
> >than the blocked vampire (and I can't think of one), this card is
> >useless.
>> You could build a deck for it - using Memories of Mortality and Trap and
> Immortal Grapple - and use Legal Manip, Intimidation, Mind Numb, and Rampage
> to make your actions worth blocking.
>
Hmm... Well that combo would be utterly useless, unless you used Torn
Signpost as well, making it a fairly huge combo (Memories of Mortality,
bleed card, Torn Signpost, Trap, Immortal Grapple). Without TS, you
just sit there and can't strike until the Trap runs out.
-Chris
Chris Berger <ber...@cco.caltech.edu> writes:
>> >Blood Brother Ambush>> >Put this card in play when an action is blocked. Combat does not occur.
>> >This card is then considered to be an ally with 3 life and 2R damage;
>> >this ally enters combat with the blocking minion. Blood Brothers may
>> >play cards requiring basic Potence as a vampire with a capacity of 3.
>>>> You could build a deck for it - using Memories of Mortality and Trap and
>> Immortal Grapple - and use Legal Manip, Intimidation, Mind Numb, and Rampage
>> to make your actions worth blocking.
>>>Hmm... Well that combo would be utterly useless, unless you used Torn
>Signpost as well, making it a fairly huge combo (Memories of Mortality,
>bleed card, Torn Signpost, Trap, Immortal Grapple). Without TS, you
>just sit there and can't strike until the Trap runs out.
Oh yeah. Easier than adding TS would be dropping the IG.
Sorry for the oversight.
[ quoted text not captured ]
In article <gLB8mNAB...@obeah.demon.co.uk>, James Coupe
<ve...@nospam.demon.co.uk> wrote:
> In article <35856BE1...@cco.caltech.edu>, Chris Berger> <ber...@cco.caltech.edu> writes
> >> >Blood Brother Ambush> <snip text - does ranged damage, not hand damage>> >>
> >> >Unless there's some compelling reason why the ally would fight better
> >> >than the blocked vampire (and I can't think of one), this card is
> >> >useless.
> >>> >> You could build a deck for it - using Memories of Mortality and Trap and
> >> Immortal Grapple - and use Legal Manip, Intimidation, Mind Numb, and
Rampage
> >> to make your actions worth blocking.
> >>
> >Hmm... Well that combo would be utterly useless, unless you used Torn
> >Signpost as well, making it a fairly huge combo (Memories of Mortality,
> >bleed card, Torn Signpost, Trap, Immortal Grapple). Without TS, you
> >just sit there and can't strike until the Trap runs out.
> >
>> Hmmm.... it's cards and instances like this that make me dislike the
> ruling on allies and hand damage. I would have thought that *some*
> allies are going to be better at ranged damage (say, Order of Hermes
> Cabal working with magic etc.) but I can see very little reason that
> most allies can't actually punch you.
>
> I would have thought it sensible, at least, that most allies had 1 hand
> damage or, at least, 0 hand damage rather than NO hand damage at all.
> That would, in this case, still require a card to give them hand damage
> but you could use something common like Undead Strength rather than
> something rare like Immortal Grapple. Of course, if you've got LOADS of
> Blood Brother Ambushes anyway, you've probably got loads of Torn
> Signposts anyway..... so you're either playing JOL or work for Wizards
> of the Coast :)
>
> --
>
> James Coupe (Prince of Mercia) Change nospam to obeah to reply
>
> Vampire: Elder Kindred Network
> madnessnetwork.hexagon.net
Isn't the right combo Memories of Mortality, Blood Brother Ambush, Lucky
Blow and Pulled Fangs? Naturally, you would not bother putting your
Memories on someone with Fortitude. And you would need some other excuse
for the Memories .. maybe Fame, so you could play it on your own vamps if
necessary and pop them off to torpor at the end of each of your turns, or
maybe War Ghoul in a !Brujah deck containing a few Tzimisces - either a
little one [Horatio] or one of the REALLY big guys [Stravinsky, Lambach or
Anton]. Or maybe just the wossname guys, Survivalist and Bruisers[?] with
lots of computer hacking to make them a bleeding threat. True this is
combo-land, but these cards are going to be useful by themselves anyway.
Kudos to whoever started this thread for making me revise my opinion of
yet another "useless" card!
Legbiter, Archon of Wessex.
In article <3584FC2B...@uswest.net>, Eric Freeman
<eric...@uswest.net> writes
>Not to shabby but might I suggest a few Aire of Elation to replace a
>few social charm. It'll add a little surprise factor to your bleeds keeping
>your prey even more on edge,
Yeah, I'd go with that for definite.
The deck seems to like Bruise and Bleed as its strategy. The problem
with Bruise and Bleed is if they DON'T block. At one point, you will
have a hand with no bleed cards in it but if you had a few Aire of
Elations flying around, it might help to keep them on edge and block
you, since if they say "Okay, I don't block" they have the fear of being
bled for a hell of a lot more than they planned for.
[ quoted text not captured ]